Overview
Dehaka, Primal Pack Leader, commands his pack of Primal Zerg from the frontlines as a powerful hero unit. Dehaka’s hunt for Essence allows him to level up throughout the course of the match, gradually increasing his attributes and unlocking new abilities as he gathers more Essence from slain enemies. Dehaka is joined by his Primal Pack and the three Pack Leaders, Glevig, Murvar, and Dakrun. Each of Dehaka’s basic combat units have the ability to engage in Primal Combat with one another, killing the loser and allowing the victor to evolve into a more powerful unit, capable of better serving the Pack.
Strengths
Scaling Hero Unit: Dehaka takes to the field as a hero unit that dominates the playstyle of the commander. Spawning only one minute after the start of the game, Dehaka starts off small and weak, but possesses the power to harvest Essence from defeated enemies and level up. Dehaka allows players to engage in combat from the very start of a game, quickly growing strong enough to take on entire armies by himself.
Powerful Calldowns: In addition to his hero unit, Dehaka has access to three Primal Pack Leaders, each of whom is a force of nature capable of demolishing entire enemy bases, or burning attacks waves to a crisp in mere moments. With these three distinctive and powerful calldowns at his command, Dehaka almost always has an answer to incoming enemy threats due to their high combined uptime.
Weaknesses
Reliance on Psionic/Biological Enemies: While Dehaka and his army are powerful enough to deal with any situation comfortably, he requires the presence of certain types of enemy units to truly excel. Biological units provide him with much-needed healing when Devoured, while psionic enemies enable him to unleash devastating amounts of area damage.
Poor Army Mobility: Although Dehaka and his calldowns possess varying degrees of global mobility, his army has to slog its way from base to base. This limits the speed at which he can clean up enemy bases and often leads to a scenario where you have wiped the map clean of enemy defenders, but are left waiting for his army to catch up and finish the job.
Weakness to Sustained Fire: While the healing from Devour can be powerful when used skillfully, setting up enemies for back-to-back casts of Devour requires both time and space to maneuver. Both of these are in short supply when the enemy possesses lots of ranged firepower, as is often seen in Terran base defenses.

Suggested Unit Compositions
Dehaka’s two primary compositions are both reliable choices when you want to directly engage enemy forces with your army, whether they be attack waves or enemy base defenses. They are most useful when the Dehaka player is not confident in their ability to clear maps with only Dehaka and his calldowns, or when the enemy composition doesn’t permit for such a strategy.
![[image loading]](http://www.teamliquid.net/staff/Chimaron/Guides/Dehaka/Unit_Comp1.jpg)
Mass Mutalisk
Mutalisks are great all-rounder units with an emphasis on durability and anti-air. As Dehaka’s strongest units are highly specialized, Mutalisks have the unique honor of performing well in almost any possible situation. You will often find yourself resorting to massing these flying powerhouses in longer games and on larger maps, where flexibility and staying power are in high demand. Conversely, skilled players will find that more specialized units may serve better for shorter games and smaller maps—but Mutalisks are never far behind those alternative options, while requiring significantly less effort to use.
![[image loading]](http://www.teamliquid.net/staff/Chimaron/Guides/Dehaka/Unit_Comp2.jpg)
Mass Guardian
Mass Guardian is your go-to build against enemy ground compositions for when Dehaka and his Pack Leaders have to struggle to kill every enemy unit by themselves. This is common against Terran mech, on Infested maps, and on Oblivion Express. Due to the high cost of unit upgrades, it becomes very expensive to mix in Mutalisks for anti-air until extremely late into the game, leaving Dehaka and his calldowns responsible for keeping your Guardians safe from enemy air units.
Niche Compositions
While Dehaka has access to a wide variety of niche compositions, it is important to note that these all serve the purpose of cleaning up stray enemies while Dehaka himself and his calldowns destroy most enemy defenses. The difference between these compositions is in the way they deliver their damage, as each favors different types of targets and has different tolerance to being engaged by enemy stragglers.
![[image loading]](https://tl.net/staff/Chimaron/Guides/Dehaka/Unit_Comp3.png)
Impaler + Primal Wurm
Impalers, while seemingly extremely limited, are made viable due to Dehaka’s ability to deal overwhelming burst damage on his own when enemy psionic units are present. In games where Dehaka has the tools available to deal with all enemy units by himself, Impalers will find their access to high-HP targets such as Void Thrashers, Void Shards, structures, and Trains unobstructed, leaving them free to leverage their overwhelming single target damage to make up for Dehaka’s lack of sustained damage. Primal Wurms are especially useful here, as their ability to make targeted, surgical strikes aligns well with Impalers.
![[image loading]](http://www.teamliquid.net/staff/Chimaron/Guides/Dehaka/Unit_Comp4.jpg)
Primal Host + Zergling
Similar to Impaler strategies, Primal Hosts work best when Dehaka is free to dominate the map by himself. Primal Hosts serve the same function as Impalers, but are far more efficient at switching between different targets over a wide area, at the cost of a measure of raw damage output. These are best used to clean up entire enemy bases, such as those found blocking your path on Chain of Ascension, Rifts to Korhal, or Part and Parcel. Zerglings can always be added using spare minerals, provided that you are able to manage them correctly in order to prevent them from spreading out and getting picked off by stray enemy units. If not, Primal Wurms remain an excellent alternative, though they lack the mobility to navigate the large bases that favour Primal Hosts.
![[image loading]](https://tl.net/staff/Chimaron/Guides/Dehaka/Unit_Comp5_fix.jpg)
Mass Primal Wurm
Mass Primal Wurm can be used at the exclusion of other units for special strategies that involve sequence-breaking the clearing order on certain maps that are otherwise inaccessible by direct travel, such as reverse-clearing on Scythe of Amon. Primal Wurms can also be used as a standalone, mineral-only force to free up gas geysers for your ally, as the impact of Dehaka’s army is relatively low compared to that of other commanders. As such, an allied Nova or Vorazun can often make far greater use of up to three of Dehaka’s spare gas geysers when using this strategy.

General Tips
- Attention should be paid to actively controlling Dehaka at all times. In terms of spending time controlling Dehaka and his calldowns weighted against controlling his army, keeping your attention largely focused on Dehaka will yield greater results on the battlefield. This means clearing an area of defenders with Dehaka, then moving onto another part of the map with him while attack-moving your army in to clean up structures and stray units.
- Dehaka’s macromanagement is very lenient, with the larva-like production of his structures allowing for somewhat lax production cycles. Use this to your advantage by concentrating your macro into breaks in the hero action, such as when slowing a group of enemies with Intimidating Roar. Take a moment to go back to base to check on research and production.
- While Dehaka’s macromanagement is fairly lenient, it is important to construct each of the Pack Leader Dens as soon as possible. This ensures the earliest possible uses of these devastating calldowns, rewarding you with Essence from slain enemies, as well as opening up the map.
- Dehaka’s success is not as closely tied to his economy as other commanders. It’s usually worth delaying your expansion in favour of acquiring your Pack Leader Dens as soon as possible, and this is reflected in the recommended build order.
- Though Primal Wardens and Primal Hives can be uprooted and used for combat, this has little benefit, as their slow speed and great collision size make them incredibly cumbersome in battle, and all they really provide are a beefy health bar. However, you can move your Primal Wardens to a central location, or have them follow behind your army as you progress through the map in order to have access to faster reinforcements.
- If defeated, Dehaka will respawn at his Den after 90 seconds. He can be revived earlier by feeding him 4-9 Drones (depending on his level) while in his Den, each Drone reducing his respawn timer. Keeping an extra ~6 Drones in your base can be useful for reviving Dehaka, to avoid weakening your economy while you produce new Drones. Endangering Dehaka by playing aggressively is preferable to playing too cautiously.
- Start leveling Dehaka up as soon as he spawns. It’s never advantageous to use him for clearing expansion Rocks or attacking structures—use Zerglings for that.
- Excelling with Dehaka requires a deep understanding of how to make the most of your hero unit and calldowns, taking priority over all other player skills. Refer to the Using Dehaka section for more details.

Calldown and Unit Overview
Calldowns
Dehaka’s calldowns are locked behind their respective Pack Leader Den structures, with Greater Primal Wurms being tied to Glevig’s Den. As the three main calldowns are overwhelmingly powerful, it’s recommended to prioritize each of these Dens and construct them the moment they become available. When a Den is first completed, its respective calldown goes on a brief 1 minute coolup period before becoming available to cast anywhere on the map with vision.
31.82 DPS
Can hold up to 3 charges, with a cooldown of 120 per charge (84 seconds with mastery). Once summoned, Greater Primal Wurms last for 60 seconds.
An enhanced version of the standard Primal Wurm. Greater Primal Wurms have 50% more HP and damage output, and possess enough on-demand burst damage to deal with even capital ships by using their Bile Stream and a few auto attacks. These are best used for this exact purpose during the early-mid game, when Dehaka still lacks the ability to easily access his anti-air attack without placing his Devour on an unreasonably long cooldown. Greater Primal Wurms also have detection, and can be used if Dehaka is not available.
The secondary use for this calldown is to summon it in the fog of war to grant vision for your other units with Deep Tunnel. The Greater Primal Wurm only requires exploration of the targeted area—not vision—in order to be summoned. This means they can be placed anywhere on the map that is not blacked out, provided the space isn’t occupied by enemy units. This only applies to its initial summon, however—its Deep Tunnel still requires vision, just like Dehaka’s other variants of Deep Tunnel. Reserving Greater Primal Wurms for mobility can be very beneficial for players who aren’t intimately familiar with a map’s attack wave patterns.
Can hold up to 3 charges, with a cooldown of 120 per charge (84 seconds with mastery). Once summoned, Greater Primal Wurms last for 60 seconds.
An enhanced version of the standard Primal Wurm. Greater Primal Wurms have 50% more HP and damage output, and possess enough on-demand burst damage to deal with even capital ships by using their Bile Stream and a few auto attacks. These are best used for this exact purpose during the early-mid game, when Dehaka still lacks the ability to easily access his anti-air attack without placing his Devour on an unreasonably long cooldown. Greater Primal Wurms also have detection, and can be used if Dehaka is not available.
The secondary use for this calldown is to summon it in the fog of war to grant vision for your other units with Deep Tunnel. The Greater Primal Wurm only requires exploration of the targeted area—not vision—in order to be summoned. This means they can be placed anywhere on the map that is not blacked out, provided the space isn’t occupied by enemy units. This only applies to its initial summon, however—its Deep Tunnel still requires vision, just like Dehaka’s other variants of Deep Tunnel. Reserving Greater Primal Wurms for mobility can be very beneficial for players who aren’t intimately familiar with a map’s attack wave patterns.
Channels for 5 seconds, dealing 70 damage per second to the targeted enemy unit. Has a cooldown of 20 seconds.
After a 2 second cast time, the Primal Wurm instantly moves to the targeted location anywhere on the map with vision, requiring an additional 3 seconds to fully emerge.
50.00 DPS
Has a cooldown of 360 seconds. Once summoned, Glevig lasts for 60 seconds (78 with mastery).
Glevig is arguably the most powerful calldown in the entire game, with his Incendiary Acid ability being able to deal enough damage to destroy multiple Protoss Carriers in a single cast. Each use of this ability is comparable to Nova’s Griffin Airstrike ability, which costs 700-1000 minerals per use. Glevig channels this ability for 5 seconds, dealing the full damage spread out over time. With only a 6 second cooldown between each cast and an enormous area of effect, this is a truly devastating ability that is worth taking advantage of.
Glevig also possesses an autoattack that deals 100 damage per hit with full splash damage in a radius of 1 around his target. Additionally, Glevig’s version of Deep Tunnel has no cooldown, and can be used to move him across the map to devastate multiple enemy bases each time he is summoned. Mastery of Dehaka demands knowledge of where to use Glevig, how to position enemies for optimal damage, and how to effectively strike multiple parts of the map with each summon. Use Glevig to clear out groups of dangerous enemies, instead of wasting him on high-HP objectives such as Void Shards.
When Glevig is initially summoned, he is accompanied by 8 Primal Zerglings, 2 Primal Roaches and 2 Primal Hydralisks with timed life. Though fairly fragile, they have great damage potential. Use them to deal sustained damage to structures and objectives while Glevig handles the enemy units. It may be worth it to summon Glevig near enemy bases that you previously cleared of defenders, before Deep Tunneling him elsewhere to fight while his reinforcements clean up, though this is highly situational.
Glevig breathes fire in a line, dealing 500 damage over 5 seconds to everything within. Has a 6 second cooldown, beginning after the cast is finished. Can be set to autocast—subsequent summons of Glevig will remember what you set it to.
After a 2 second cast time, Glevig instantly moves to the targeted location anywhere on the map with vision, requiring an additional 3 seconds to fully emerge. This ability has no cooldown.
33.33 DPS
Locust: 16.67 DPS
Explosive Creeper: 40 (80 vs structure, 110 vs air) damage
Has a cooldown of 360 seconds. Once summoned, Murvar lasts for 60 seconds (78 with mastery).
Murvar functions as a beefy unit spawner, constantly summoning Locusts and Creepers, continuously attacking the enemy in waves and dealing hefty sustained damage. While lacking Glevig’s high upfront burst damage, Murvar’s sustained damage works well over a medium-wide area, and shores up a glaring weakness in Dehaka’s kit. In addition to her minion spawns, Murvar also autocasts the Oppressive Stench ability, which disables the attacks and abilities of all enemy ground units in a radius of 3. This ability has a shorter cooldown than duration, and will gradually create a blanket of these clouds.
When summoned, Murvar casts four Oppressive Stench clouds around herself, disabling nearby enemies in an impressive area around her—be sure to summon her in the midst of the enemy forces before moving her to a safe distance, where she can continue her siege.
It should be noted that the Creeper Host’s Aerial Burst Sacs upgrade also affects Murvar’s Creepers, and should be researched as soon as possible if you’re planning to use Murvar against capital ships.
Murvar spawns 6 Primal Locusts and 6 Explosive Creepers. 10 second cooldown. Defaults to autocast.
Murvar creates a cloud with a radius of 3 that slows enemy movement by 50% and prevents enemies from attacking or using energy-based abilities. Lasts for 5 seconds, and has a 3 second cooldown. Defaults to autocast.
66.67 DPS
Has a cooldown of 360 seconds. Once summoned, Dakrun lasts for 60 seconds (78 with mastery).
Dakrun is ideally used as a frontliner for Dehaka, with his 3000 HP and 5 armor. He possesses a single-target auto attack, the ability to reflect damage to attackers, and a ground AoE ability.
End game bases often feature enough spread out enemy firepower to Dehaka’s aggression with his hero unit, forcing players to stick to the sidelines in order to maintain Dehaka’s health. Dakrun is durable enough to be sent into these bases to act as a distraction, ideally being summoned in one half of the base while Dehaka rampages through the other half. That being said, Dakrun is strictly worse for this purpose than Murvar, as he is limited by his poor offensive capabilities and inability to attack air units. While his Spiked Hide can do a decent job of killing continuous attackers like Marines, Banshees and Void Rays, the 200 damage dealt by Dakrun’s Brutal Charge pales in comparison to the health possessed by Hybrids, which are what you will typically be fighting by the time Dakrun is ready to be summoned. Additionally, he is unable to deal with most enemy capital ships, with only a measure of potential against Battlecruisers if he is facing them alone, in order to draw benefit from his Spiked Hide.
Brutal Charge is cast at the targeted location when Dakrun is initially summoned. Try to summon him underneath groups of enemies to make use of this.
Special attention should be paid to identifying a use case for Dakrun on the map you’re playing, as he can easily be wasted due to his limited skillset.
Dakrun charges to a target location, dealing 200 damage to all enemies within a radius of 3. 10 second cooldown. Can be used to move through terrain that would block ground movement, such as over cliffs or unpathable ground.
Whenever Dakrun takes damage, he shoots a spine at the attacker, dealing 10 damage.
Hero and Unit Overview
Dehaka
10.00 (+5.00 per level) - 13.00 (+6.50 per level) DPS
Weapon Damage: 20 + 10 per level
Dehaka spawns 60 seconds into the game, starting off weaker than other heroes but possessing the ability to collect Essence and gain levels. Essence drops from defeated enemies at a rate of 2 Essence per supply of the unit. Each point of Essence collected grants Dehaka 0.75 points of maximum HP and heals Dehaka for 2 HP. As he levels up, he gains mutation points which he can spend to level up his abilities. Included below is a recommended ability allocation order. See the Using Dehaka section for details on how to best make use of Dehaka’s skillset.
Weapon Damage: 20 + 10 per level
Dehaka spawns 60 seconds into the game, starting off weaker than other heroes but possessing the ability to collect Essence and gain levels. Essence drops from defeated enemies at a rate of 2 Essence per supply of the unit. Each point of Essence collected grants Dehaka 0.75 points of maximum HP and heals Dehaka for 2 HP. As he levels up, he gains mutation points which he can spend to level up his abilities. Included below is a recommended ability allocation order. See the Using Dehaka section for details on how to best make use of Dehaka’s skillset.
Dehaka flings himself at the targeted location, dealing 25 + 50% weapon damage to ground units in a radius of 1 extending from Dehaka’s collision box—meaning that as Dehaka grows in size with each level, so does the effective area of Leap. At Leap level 2, the Leap range is increased by 6, and the damage is increased to 25+ 75% weapon damage. At Leap level 3, each enemy hit by the Leap grants Dehaka 1 armor for 2 seconds.
Leap is best used for reducing the health of a group of enemies to enable Dehaka to Devour them one by one, for positioning Dehaka for a potent psionic explosion, or for escaping when trapped by enemy units.
Leap is best used for reducing the health of a group of enemies to enable Dehaka to Devour them one by one, for positioning Dehaka for a potent psionic explosion, or for escaping when trapped by enemy units.
Dehaka roars, instantly applying a debuff to enemy units within a radius of 10. At Intimidating Roar level 1, this slows enemy movement speed by 75% and attack speed by 25%, lasting for 15 seconds. At Intimidating Roar level 2, it also disables enemies from casting spells with an energy cost. At Intimidating Roar level 3, affected enemies also have their armor reduced by 2.
This ability is generally used for kiting enemies, giving Dehaka time to heal and position enemies, and to prevent dangerous enemy casters from using spells such as Yamato cannon, Plasma Blast and Psionic Storm.
This ability is generally used for kiting enemies, giving Dehaka time to heal and position enemies, and to prevent dangerous enemy casters from using spells such as Yamato cannon, Plasma Blast and Psionic Storm.
Dehaka pulls the targeted enemy unit to himself, Devouring and instantly killing it. This heals him for 5% (8% with mastery, as the mastery inexplicably gains twice the benefit) of his maximum health, and providing a variety of bonus effects depending on the type of enemy consumed, gaining one buff for every type the enemy unit had. See the table below for a full list of effects. At Devour level 1, the range starts at 6, buffs last for 15 seconds, and the cooldown is equal to 1 second per 10 health the enemy had at the time of Devour. At Devour level 2, the range is increased by 3 and buffs now last for 25 seconds. At Devour level 3, the range is further increased by 3, and the cooldown is reduced by 20%. The maximum cooldown that Devour can incur is 60 seconds (48 seconds at Devour Level 3).
Consume is best used against psionic, biological, and low-health massive enemies. These will allow for quick bursts of area damage and quick healing. Try to only Devour enemies that are at low health, in order to avoid high cooldowns.
Biological: Devour healing is increased to 20% (26% with mastery) of Dehaka’s health
Mechanical: Gain 30% attack speed
Light: Gain 30% movement speed
Armored: Gain 30% extra damage with attacks and spells versus armored targets
Air: Gain a ranged beam attack with 6 range, possessing the same DPS as normal auto attacks but dealing its damage more steadily
Massive: Gain 3 armor and a Thorns effect that deals 10 damage per hit to attackers
Psionic: Gain 50% cooldown reduction and immediately deal 200% weapon damage in a radius of 3. Note: If the first unit Devoured after Dehaka’s initial spawn or after any respawn is psionic, the explosion will deal 0 damage. This is a bug.
Consume is best used against psionic, biological, and low-health massive enemies. These will allow for quick bursts of area damage and quick healing. Try to only Devour enemies that are at low health, in order to avoid high cooldowns.
Biological: Devour healing is increased to 20% (26% with mastery) of Dehaka’s health
Mechanical: Gain 30% attack speed
Light: Gain 30% movement speed
Armored: Gain 30% extra damage with attacks and spells versus armored targets
Air: Gain a ranged beam attack with 6 range, possessing the same DPS as normal auto attacks but dealing its damage more steadily
Massive: Gain 3 armor and a Thorns effect that deals 10 damage per hit to attackers
Psionic: Gain 50% cooldown reduction and immediately deal 200% weapon damage in a radius of 3. Note: If the first unit Devoured after Dehaka’s initial spawn or after any respawn is psionic, the explosion will deal 0 damage. This is a bug.
Deals 100% of weapon damage to ground enemies in a line perpendicular to the direction that Dehaka is facing. Holds up to 3 charges, each with a 30 second recharge time. This ability is best used against enemy attack waves that are grouped up, or after pulling enemy defenses from a base. Requires hero Level 6.
Provides an aura that regenerates 1 HP/s per level, up to 3HP/s for all allies within a radius of 10.
This doesn’t provide that much healing compared to the total health pools of Dehaka and his units, and is not recommended to be taken early on. In order to benefit from this healing, it also requires allied units to be near him, and Dehaka can easily outpace his- and his ally’s units with both Leap and Deep Tunnel, and you often want Dehaka to operate separately from allied armies.
This doesn’t provide that much healing compared to the total health pools of Dehaka and his units, and is not recommended to be taken early on. In order to benefit from this healing, it also requires allied units to be near him, and Dehaka can easily outpace his- and his ally’s units with both Leap and Deep Tunnel, and you often want Dehaka to operate separately from allied armies.
Increases Dehaka’s armor by 3. This can be useful when facing units such as Marines, Reapers, Battlecruisers, Zerglings, Zealots, and Carriers. Requires hero Level 5.
Allows Dehaka to detect cloaked, burrowed, and hallucinated units. Get this early when you are facing cloaked units, either as part of enemy attack waves or as pre-placed map defenses. Requires hero Level 5.
Allows Dehaka to attack air units with his melee attacks. Requires hero Level 10.
After a cast time of 3 seconds, Dehaka burrows to the targeted visible location, requiring an additional 1 second to fully emerge. 60 second cooldown.
Recommended Hero Build
Level 1: Devour + Leap
Level 2: Intimidating Roar
Level 3: Devour
Level 4: Save point
Level 5: Keen Senses + Chitinous Plating
Level 6: Scorching Breath
Level 7: If fighting Hybrid Dominators or Battlecruisers, Intimidating Roar. Otherwise, Devour
Level 8: The opposite of what was chosen above
Level 9: Leap
Level 10: Deadly Reach
Level 11: Leap
Level 12: Intimidating Roar
Level 13-15: Primal Regeneration
Units and Structures
The basic units spawned from Dehaka’s Primal Wardens have the ability to engage in Primal Combat. In Primal Combat, one must die so that another can grow stronger—it allows the winner to evolve into a different unit, gaining new capabilities and having a chance to gain Gene Mutations. Gene Mutations can manifest as +50% HP, +20% lifesteal, +20% attack speed Evolved units have a 20% (26% with mastery) chance to gain each of these, and they can gain multiple Gene Mutations if random chance allows it, as each of them are rolled independently.
10.00 DPS
A basic melee unit. Primal Zerglings possess above-average DPS and survivability for their cost, but still suffer from being a low-HP melee unit without any of the regular Zergling’s powerful upgrades. As such, they are relegated to clean-up duties against enemy structures in the rare situations where they are actually justified.
Unlike regular Zerglings, Primal Zerglings hatch one at a time for the price of 50 minerals and 1 supply each, but coming with 100% more HP and 40% higher damage.
10.00 (12.50 vs armored) DPS
The upgraded form of the Primal Zergling boasts improved range, but possesses only half of the Zergling’s DPS per resource cost and do not gain increased HP. On top of this, their slow projectile attacks lead to much higher overkill, resulting in significant damage loss due to their attacks often being wasted against targets killed only moments ago. Even with their range and bonus damage upgrades, these are a poor use of your resources in most situations, with other options being more effective.
8.00 DPS
A durable, anti-ground frontline ranged unit with average offensive stats. Primal Roaches see limited use in their base form, as Dehaka himself already provides ample protection for his backline units, and suffers from none of the attrition that affects his army units. It should be noted that the Glial Reconstitution upgrade’s movement speed increase also applies to Primal Igniters.
12.50 (20.00 vs light with upgrade) DPS
Primal Igniters have the dubious honor of being exceptional for dealing damage to enemies which are otherwise easily dealt with using other alternatives. Igniters are extremely durable for their cost and boast an impressive amount of AoE damage against light units, though Dehaka’s other options already work well against light units. Igniters do have a niche against the Infested structures on Dead of Night, as Igniters are capable of dealing impressive damage against them without being slowed down by the numerous Broodlings that spawn when they are destroyed.
When using Igniters, both of their upgrades, which increase their move speed and their damage against light units, should be researched as soon as they become available.
Initial: 17.50 DPS
Sustained: 26.31 DPS
Long-ranged air-to-ground units with impressive damage output and an equally impressive cost. Primal Guardians are powerful siege units with access to some very impactful upgrades, and come at the bargain price of 150 minerals and gas per Guardian, though they can’t attack air units.
The Guardian’s performance without its upgrades is nothing spectacular, making both of them a high priority. The Explosive Spores upgrade in particular goes a long way towards mitigating the overkill loss incurred by the Guardian’s long-distance projectile attacks.
Guardians will often be your go-to unit against enemy ground compositions or massive numbers of Infested, such as on Miner Evacuation and Dead of Night. They are also valuable when attacking enemy fortifications, as they outrange static defenses and are unaffected by many powerful defensive units such as Siege Tanks and Colossi.
Primordial Fury: Grants the Guardian 10% attack speed with each consecutive attack, stacking up to 50% attack speed. This makes the Guardian significantly more deadly during sustained combat.
Explosive Spores: The Guardian launches a projectile at an enemy, which explodes after a 2 second delay, dealing 50 damage to enemies within a 2 radius and knocking nearby non-massive enemies back. Should the enemy die while the Explosive Spore is attached to them, it explodes immediately. Has a 10 second cooldown.
14.46 DPS
Primal Hydralisks are all-rounder units with above average damage output but very low HP for their cost. While these can be effective for providing cleanup damage prior to being morphed, engaging the enemy directly with them should be avoided whenever possible, as their 100/50 price tag makes for a hefty investment for their low impact in fights and the ease with which they die. Still, they can provide a measure of anti-air on short maps where you do not have the time or resources to build enough Mutalisks to be effective.
Anti-ground: 11.84 - 17.11 DPS (depending on bounces)
Anti-air: 17.76 - 25.66 DPS (depending on bounces)
An extremely durable all-rounder unit, though not as cost effective as more specialized units. Primal Mutalisks perform well against all targets, but are rather expensive, costing 200/125 each, along with their expensive upgrades. Primal Mutalisks are useful for tackling enemy air presence and large enemy bases with their versatile attacks, but can also be used by less confident players to trivialize any and all enemy compositions, as their high HP and revival on death makes them easy to use and allows them to provide substantial value over time, paying off their high cost.
When first building up your force of Mutalisks, hold onto them and avoid direct combat until Primal Reconstitution is researched and you have 4-5 Mutalisks ready. Losing even a single one can be devastating. Their other two upgrades can be skipped in many situations. Slicing Glaive should only be researched when intending to attack numerous air-based objectives or capital ships, while Shifting Carapace is effective only in situations where they will be moving between targets during combat, such as when clearing an enemy base or attack wave without using Dehaka or a Pack Leader to remove the majority of enemies first.
Slicing Glaive: Increases damage dealt against air units by 50%. Makes for a very useful upgrade if you are going to face plentiful enemy air, such as on Scythe of Amon or against an enemy air composition, or on missions with air-based objectives, such as on Void Launch or Malwarfare. Should be skipped otherwise.
Shifting Carapace: Reduces damage taken by the Mutalisk by 50% whenever it is moving. This damage reduction is gained immediately upon starting to move, and is lost only once the unit has decelerated. Since Mutalisks tend to move about from target to target during combat, this can significantly prolong their life, and can be used to micro damaged Mutalisks to safety, or if you need to retreat. However, due to the unit density in enemy attack waves, Shifting Carapace tends to be less effective against them.
Primal Reconstitution: Upon death, revives the Mutalisk with full health. Has a cooldown of 60 seconds, so try to avoid sending your Mutalisks into heated battles right after just taking a lot of damage on them. Always research this first.
27.59 (41.38 vs armored) DPS
A unique siege unit that boasts exceptional single target DPS and range, but has a slow projectile attack and lacks any kind of AoE. Due to this, Impalers are actually less useful in defensive situations, and are best used for sniping high-value targets, such as map objectives and Hybrids. It’s important to note that Impalers have a higher attack range than vision range, and require a spotter to function at peak performance. This role can be filled by Primal Wurms or Dehaka himself, depending on situation.
Their upgrade, Tenderize, only adds what amounts to 25% of one Impaler’s DPS and doesn’t stack. It can be useful for its 50% Devour cooldown bonus, but only if actively directed against Hybrids and other high priority targets. This is extremely difficult to execute and is generally not impactful outside of specific mutations—spend your focus on optimizing your Dehaka play rather than on trying to take advantage of this.
Locust: 16.66 DPS (x2), spawned every 30 seconds
Mobile Locust spawners that do not have an attack of their own. Primal Hosts offer a workable solution to Dehaka’s lacklustre damage output against enemy structures, though they are fairly limited in their scope. They do not lose much effectiveness when massed, as the initial Locust Swoop brings them into melee range of enemies, which is handy at preventing the Locusts from blocking each other heavily, thus allowing them to output exceptional DPS. However, their inability to attack air units and their weakness against heavy enemy firepower renders them less than capable in direct combat. Fortunately, Dehaka has many other tools at his disposal for tackling those issues, and Primal Hosts can be used comfortably in their own niche.
Some measure of care should be taken when using these, as their damage output can easily be wasted if the Locusts are spawned in the wrong place, or when too many Primal Hosts block the Primal Hosts behind them from spawning Locusts. Spend some time planning your route around the map, and move your Primal Hosts forward for better control over your Locusts. You can also manually use the Spawn Locusts ability to prevent wasting damage potential.
Explosive Creeper: 40 (80 vs structures, 110 vs air) damage (x2), spawned every 30 seconds
Creeper Hosts are mobile launchers of Explosive Creepers, and are intended to act as a multipurpose siege unit. While Explosive Creepers appear to offer impressive burst damage on paper, their targeting AI can be problematic, and may cause behaviours that render them unusable against many enemy compositions.
When Explosive Creepers select a target to attack, they use a lengthy “swooping” animation to reach their target. This leads to projectile-like behaviour, where multiple Creepers will select the same target in quick succession, thus wasting their attacks by continuously swooping at the same target. When these overlapping Creepers conclude their swooping animation and realize there is no longer a target to explode on, they perform another animation to launch back into the air, before selecting another target and going through the same process. The result is that entire waves of Creepers waste their attacks, spending all their time repeatedly diving at the ground to no effect.
The Aerial Burst Sacs upgrade enables Creepers to target air units, which works out much better than when fighting ground units. This makes them reasonably effective against air units, though this scope is far too narrow to justify their production, especially when their anti-air attack does not feature area damage like their ground attack does, and in any case Mutalisks are almost as effective in this role, while being significantly more versatile. Aerial Burst Sacs does allow Creepers to be manually spawned and flown in to snipe objectives, such as Void Shards, Slivers, or Thrashers, without needing to clear out the defending units. This is mostly useful for countering tricky mutations.
When relying on Primal Hosts to clean up enemy bases and objectives, morphing 2-3 Creeper Hosts can help against stray air units. Morphing any more than that is usually overkill, and results in a severe loss of sustained DPS.
Creeper Hosts cannot gain the attack speed and lifesteal Gene Mutations, but can instead gain Incubation Sacs, increasing their number of spawned Explosive Creepers from 2 to 4.
40.70 DPS, 5.81 DPS in a frontal cleave
A durable frontliner whose HP is only matched by its resource cost. Primal Ultralisks provide a hefty meatshield with a cleaving melee attack and crowd control abilities, but they are largely redundant due to Dehaka himself accomplishing the same tasks at no cost, and with zero attrition.
If you are inclined to use these instead of evolving them into Tyrannozors, all of their upgrades are essential, and are not that expensive compared to the Ultralisks themselves. Brutal Charge is worth prioritizing, as it is great for avoiding crowding issues.
Brutal Charge: Charge to a target location, knocking back units in the area and dealing 25 damage. Defaults to autocast.
Healing Adaptation: Primal Ultralisks regenerate 10 life per second after being out of combat for at least 10 seconds.
Impaling Strike: Grants a 20% chance to stun damaged enemies with each attack. This also applies to damage dealt by the Ultralisk’s cleave.
Ground: 40.70 DPS, 5.81 DPS in a frontal cleave
Air: 37.50 DPS
Extremely expensive multipurpose unit with high durability, a cleaving ground attack, a powerful air attack and an area damage Spike Burst ability. Despite their impressive statline, they are held back by their monstrous resource cost of 600/400, massive collision size and lack of health sustain. While they have very poor cost effectiveness, Tyrannozors can provide a measure of utility against late game air attack waves via their Spike Burst ability, which is capable of wiping out stacked enemy units in the blink of an eye with just a handful of Tyrannozors. However, this is a technique that should be avoided unless you are confident in your unit control and general game awareness.
Tyrannozors can gain an additional gene mutation, Spiked Hide, in addition to the usual three. Spiked Hide returns 10 damage on hit to attacking enemies.
Spike Burst: Unleashes a barrage of spikes, dealing 100 damage to air and ground units within a radius of 3. If you are planning to use this as part of a strategy, you may want to disable the autocast and use it manually. Has a cooldown of 10 seconds.
Tyrants Protection: Grants allied units within a radius of 5 an additional 2 armor. The Tyrannozor does not gain this bonus armor itself, but a second Tyrannozor can apply it.
Impaling Strike: Grants a 20% chance to stun damaged enemies with each attack. This also applies to damage dealt by the Tyrannozor’s cleave.
22.73 DPS
Primal Wurms are a unique defensive structure, possessing the ability to unleash a highly damaging Bile Stream, as well as being able to Deep Tunnel to any visible area of the map. While Primal Wurms can be used for base defense, their steep cost of 250 minerals plus a Drone makes it hard for them to gain value that way. They are best used as surgical strike units, Deep Tunneling to the frontline and unleashing massive burst damage with their Bile Streams against high-priority targets. Unlike other defensive structures, it is recommended to hotkey all of your Primal Wurms, for ease of access in the middle of combat.
Primal Wurms take up 2 supply. Build them in batches by morphing a number of Drones from your Primal Hives and rallying them towards a large, empty spot.
Primal Wurms have detection, and can be used to gain vision of cloaked enemies when Dehaka is not nearby.
Bile Stream: Channels for 5 seconds, dealing 50 damage per second to the targeted enemy unit. Has a cooldown of 60 seconds. This is a very potent ability that benefits greatly from being used with the Rapid Fire technique. Learn more about Rapid Fire here.
Deep Tunnel: After a 2 second cast time, the Primal Wurm instantly moves to the targeted location anywhere on the map with vision, requiring an additional 3 second to fully emerge. This ability also benefits greatly from the Rapid Fire technique.

In-depth
Build Order
- 23 Extractor
- 23 Primal Warden
- 25 Extractor
- 29 Glevig's Den
- 29 2 Zerglings (unburrow Primal Warden and attack Rocks)
- 31 Primal Hive
- 44 Primal Warden
- Construct Murvar's Den and Dakrun's Den as soon as possible
1) Build the next Pack Leader Den as soon as the previous one finishes construction
2) When the expansion Primal Hive finishes, produce Drones from it before uprooting it and moving it into place
3) Add two more Primal Wardens in-between Drones and Pack Leader Dens once the expansion Hive has been started
Masteries
Power Set 1:
- Devour Healing Increase: +1% - 30%
- Devour Buff Duration: +1% - 30%
Power Set 2
- Greater Primal Wurm Cooldown: -1% - 30%
- Pack Leaders Active Duration: +1% - 30%
Power Set 3:
- Gene Mutation Chance: +1% - 30%
- Dehaka Attack Speed: +1% - 30%
On the other hand, Dehaka is your strongest unit throughout the game. He is heavily reliant on using his autoattacks to weaken enemies in order to minimize the cooldown of his Devour ability, especially during the early game. A 30% increase to his attack speed results in a noticeable increase in his healing rate, especially when paired with Devour Healing, as well as providing an excellent benefit to his offensive power when weakening and Devouring high-HP psionic or massive units.
Using Dehaka
Dehaka’s abilities can and should be used in combination with each other to achieve maximum effect. Early in the game, use Leap for positioning and to lead into Devouring psionic units. This allows you to have reduced cooldown after you cause a psionic explosion in the middle of a group of enemies, weakening multiple units in order to set yourself up to chain cast Devours.
When Dehaka falls low on health, retreat and pull a small group of enemies away. Once they are far enough from other enemies or base defenses, use Intimidating Roar to slow them. This allows you to fight a more manageable group of enemies without them running back, or risking more enemies joining in, giving you time and space to heal to full with Devour.
When fighting attack waves, there are three distinctly different ways of dealing with them, depending on the particular units you are faced with. Firstly, if the enemy wave features psionic units, you can simply walk or Leap into the group and Devour one or two psionics units in order to completely decimate the wave. Being extremely efficient, this will always be your best option, but relies on there actually being any psionic units to Devour—always keep an eye out for them. Against ground compositions, begin by using Scorching Breath from range, then follow up with Intimidating Roar to reduce incoming damage. Using a second Scorching Breath and a Leap should be enough to take care of the bulk of the wave, allowing you to clean up using Devour and Dehaka’s autoattacks. Finally, against air armies without psionic units, use Intimidating Roar and Devour to kite them. It is best to also bring your army or use a calldown to help against these waves, as most air armies do not feature enough biological units to keep Dehaka sustained.
When assaulting enemy bases, it is important to know exactly where the preplaced enemy psionic units are. As most maps feature three different races, each with distinctive placements that can be exploited in different ways, this can be a bit of a tall order, but advanced players will find it very worthwhile to learn such details. Each psionic unit you can Devour and use to defeat nearby defenders will let you earn additional Essence early on, and help open up the map. If there are multiple psionic units clumped up near each other, pay very close attention to where Dehaka is positioned. Start near the enemies farthest away from the psionic units and Devour them one at a time as you move through the defenders, as multiple explosions will be needed to clear these sorts of bases efficiently.
Make sure calldowns are available for bigger base pushes, as the area damage and the distraction caused by spawned units will allow for Dehaka to survive the concentrated firepower of the base defenses. If the base contains Hybrid Dominators or Battlecruisers, Leaping in and using level 2 Intimidating Roar gives you ample time to follow up, whether by Devouring a choice psionic unit, summoning a Pack Leader, or bringing in your army.
Knowing attack wave timings on maps is also important to optimize gameplay with Dehaka. While he does have a Deep Tunnel ability, it has an inhibiting 60 second cooldown and will force you to walk all the way back to where you were before. As Dehaka is your most powerful unit, making sure that he is always attacking into the enemy and collecting Essence is important. Try to intercept enemy attack waves as they pass near an enemy base, or Deep Tunnel over to intercept it just as the wave passes by a future objective, so that you can destroy both the wave and lead into attacking the next enemy encampment soon after.
Psionic Units
Devouring psionic units is an incredibly important part of good Dehaka play. For this reason, it is worth being able to recognize psionic units at a glance. Listed below are all of the psionic units you will see in Co-op.
Protoss: Sentry, Dark Templar, High Templar, Archon, Oracle, Warp Prism, Mothership
Zerg: Infestor, Viper, Queen, Swarm Queen (but not Brood Queen)
Terran: Ghost
Hybrid: Hybrid Dominator

Synergies
Raynor
Dehaka’s hero unit acts as an effective tank for Raynor's army, while Raynor’s great clean-up DPS can quickly lay waste to the empty bases Dehaka leaves behind him. In addition, the two commanders’ calldowns can bring significant amounts of firepower to the map when used in tandem, and can be combined to clear entire late game bases very early into the game.Map-Specific Tips
Chain of Ascension
- Try to save Glevig for the Hybrids and their escorts, since they are grouped tightly when they spawn. It is possible to use part of Glevig’s duration to clear an enemy base blocking Ji’nara’s progress, allowing Jin’ara to be pushed into a Hybrid spawn checkpoint, then Deep Tunneling him over to clear the Hybrids at their spawn location.
- The Creeper Host’s Aerial Burst Sacs upgrade is very important on this map, as it allows Murvar’ Creepers to destroy the many capital ships present in enemy bases along the main path, which is where Murvar will be most effective.
- Due to how far out of the way each attack wave spawns, Dakrun can be helpful for killing them slowly by himself, using reflected damage against any air units. His usefulness against anything else on this map is limited.
- It can be effective to mass Primal Hosts to assist in sieging the bases along the main path and for escorting Ji’nara, while Dehaka and the occasional calldown clears out each Hybrid spawn. At the end of the path, the Primal Hosts can be morphed into Creeper Hosts in order to deal massive burst damage to the final Hybrid spawn.
- It is very possible to finish clearing the units guarding the first enemy base and both expansions before you are ready for the first Hybrid spawn. In this situation, you can farm more Essence by walking around the first base to fish out some of the enemies from the second base along the path. Be careful not to push Ji’nara too far, too soon.
Replay Pack
These solo speedrun replays showcase the effective use of various Dehaka builds on different maps.- Chain of Ascension: Primal Mutalisks
- Dead of Night: Primal Igniter + Primal Guardian
- Lock and Load any%: Hero and calldowns only
- Lock and Load 100%: Primal Hosts
- Malwarfare: Primal Mutalisks
- Mist Opportunities: Primal Guardians
- Miner Evacuation: Primal Mutalisks
- Oblivion Express any%: Ravasaur + Impaler
- Part and Parcel: Primal Mutalisks
- Rifts to Korhal: Impalers
- Scythe of Amon: Primal Wurms
- Temple of the Past: Primal Mutalisks
- Vermillion Problem: Primal Mutalisks
- Void Launch: Primal Mutalisks
- Void Thrashing any%: Impalers
- Void Thrashing 100%: Primal Hosts
Other Commander Guides
Writers: Dr_Orgo, Fentanest/펜타네스트, Flaira, LilArrin, MemeMastodon, Terin, Yuriprime
Graphics: Jester, Kat, v1
Editors: Aron, Flaira
Graphics: Jester, Kat, v1
Editors: Aron, Flaira