r/starcraft2coop • u/Nixanima • 46m ago
r/starcraft2coop • u/deathstroke911 • Sep 09 '17
Pinned Useful links
Welcome to /r/Starcraft2coop
All these links are found at the Wiki page, which is pinned at the top (labeled as "Wiki")
Rules
1.If you wish to promote weekly mutation videos, post them under the weekly mutation mod post. Do not make a separate post for them.
2.READ THE WIKI before asking questions. It has a lot of information.
3.Don't be an asshole.
4.No spam.
5.No low effort posts. This includes "X exp away from leveling up" posts.
6.No "when will we have a new commander/map?" posts.
7.Self-promotion posts must be posted in the weekly megathread.
General info
DPS calculation spreadsheet - DPS for each unit
Co-op Levels - What are levels and how much exp you need to level up
Mutations
Detailed explanation of Mutators - Explains how each Mutator works (with detailed numbers)
Mutation schedule - Lists out all of the old Mutations
Mutation posts on this subreddit - Mutation posts on this subreddit
Maps
Attack waves - unit compositions - Ground/Air etc
Map information - Objective timings/Attack wave timings etc
Enemy upgrade timings - Storm/Cloak etc
Part & Parcel - Which abilities can break the boxes
Vermilion Problem - Location of the Crystals - made by CtG
Commanders
Team Liquid Commander guides - Explains build orders, unit compositions, map tips etc
Alarak - formula for the "Empower me" buffs
Stukov - Interaction between Infested Compound and Chronoboost
Han & Horner - Stronger Death Chance Mastery explanation
Speedruns
Custom Mutation ideas - by Maguro
r/starcraft2coop • u/MightyZeratul • May 29 '24
Fix for commanders being stuck on 5 (Raynor,kerri & Skippy)
Now this may not work for everyone so dont be mad if it didnt work, but it did work for me.
- Task manager. Get in it and quit all blizzard related tasks including battlenet itself.
- Win+R and find %programdata%
- Remove the folder "Blizzard entertainment"
- Start battlenet and turn on the game
- Now it should work. You may experience huge lags in menu at first cuz of that file deletion.
I also sent this to two of my friends and they both said it worked, so you might wanna try it too.
Cheers.
Edit: If it worked, please say so in the comments.
r/starcraft2coop • u/brandon975 • 13h ago
Is Swann's ground army any good?
Maybe it’s just me, but most of the time when I have a Swann ally, they only use mass turrets with tanks, or mass Wraiths.
It’s rare to come across compositions like mass Goliaths, hercs+tanks or mass Thors lately, and I’m not sure if there’s still any reason to use them.
r/starcraft2coop • u/Affectionate_Rest_98 • 1d ago
How do i make this zerg broodmother mod?
I am not smart enough to know about how to do coding in the starcraft 2 editor, So could someone help me by giving me the instructions on how to make this mod in the starcraft 2 editor so I can make it and use it and so other starcraft 2 zerg players can use that mod too?
Starcraft 2: Zerg Broodmother mod
This mod is made in the starcraft 2 editor to give broodmother like abilities to the player’s swarm queens in the starcraft 2 heart of the swarm campaign and starcraft 2 co-op missions.
Birth Zerg Units. Gives the zerg swarm queen the ability to train zerg units that looks in the game like niadra’s train zerg units ability where she births an zerg cocoon that a zerg unit hatches out of or multiple zerg units hatch out of. Those swarm queens would only be able to train zerg drones at anytime but the swarm queen can only train a different type of zerg unit if the required zerg structure is built for that different zerg unit (for example: a zerg swarm queen wouldn’t be able to train Zerglings without a spawning pool having been built.).
Dig In. gives the zerg swarm queen the ability to be a resource drop off point at the cost of being mobile. Basically if a zerg swarm queen uses dig in then she partially burrows into the ground and becomes similar to a zerg hatchery but with the hit points and armor of a zerg swarm queen. The zerg swarm queen can also stop being like a hive by the player clicking the dig in button on the swarm queen. Also while a swarm queen is using Dig In, she produces an amount of zerg creep that zerg hatcheries produce.
My Note on the Birth Zerg Units ability: this ability would make zerg swarm queens like mobile barracks and it would definitely be cheaper to have zerg swarm queens train zerg units than to have to build a zerg hatchery when you wanted to ramp up production of zerg units. Also, it would make easier playing as zerg
My Note on the Dig In ability: this ability would make zerg swarm queens like mobile hatcheries which would allow for more quicker resource gain in starcraft 2 and those swarm queens would use the birth zerg units ability to train units instead of producing larvae. And resource gain is a problem when playing zerg since early game zerg units are not as good as units of the terran faction and the protoss faction but that dig in ability of zerg swarm queens might help alleviate that issue for players playing as zerg in starcraft 2. I thought of this Dig In ability cause command and conquer red alert 3 has units that can be like mobile construction yards and a construction yard is similar to the Starcraft 2’s Terran Command Center. Also I thought of the dig in ability because ther is a zerg unit in starcraft 2 that generates creep when it is partially burrowed.
r/starcraft2coop • u/Black_Truth • 2d ago
What is the purpose of Firebat for Raynor?
Title. I heard they have a niche use in p1 Raynor but I guess thats pretty much it.
Yes, they are tanky and gets a tanky upgrades but in practice Marauders seems to be better as they can actually do damage back at similar range of marines and most importantly they reduce enemy atk speed which theoretically might mean they tank better than Firebats by blueballing the enemy dps.
Is there something obvious I'm missing about using these guys or I'm right to skip them entirely in bio balls?
r/starcraft2coop • u/ackmondual • 2d ago
P0 discussion - Swann (Chief Engineer)
Master list and description of this P0 Commander series....
https://www.reddit.com/r/starcraft2coop/comments/1wzksa4/p0_discussion_master_list/
- Recommended for experienced players
- Control a giant Drakken laser drill with destructive energy abilities
- Build an army of vehicles, spaceships, and turrets
Masteries
- Power Set 1
- Concentrated Beam Width and Damage: +2% / +60% (up to a maximum of 640 damage)
- Combat Drop Duration and Health: +2% / +60% (up to a maximum of 96 sec, and 640 health)
- Power Set 2
- Immortality Protocol Cost and Cooldown Duration: -2% / -60%
- Structure Health: +2% / +60%
- Power Set 3
- Vespene Drone Cost: -3% / -90% (down to a minimum of 10 )
- Laser Drill Build Time, Upgrade Time, and Upgrade Cost : -1.5% / -45%
ADVANTAGE
- Late game dominance
- Strong static defense
- Enhanced vespene income
- Hercules give High mobility
- Siege Tanks durable and do heavy damage
DISADVANTAGE
- Slow ramp-up time
- Hard to rebuild army
- Low laser base damage
r/starcraft2coop • u/TheYondant • 3d ago
Which Commander, in your opinion, sees the biggest power gap between Level 1 and Level 15?
Not including Prestiges, just what commander, you think, gets the biggest boost from the beginning to maxed level.
I haven't played many commanders, so my experience in this regard is rather narrow, but I would like to put in Mengsk as my suggestion. The disparity between Level 1 Mengsk and Level 15 Mengsk is like night and day.
A level one Mengsk is missing so much of his kit it feels like: he's missing level 3 Royals, he's missing ESOs, he's missing Blackhammers and Prides, he's missing flamethrowers and hailstorms for his Troopers, he's missing Mandate generation, he's missing good Zerg for DoW and his nuke.
I hate Prestiging Mengsk because whenever I went back to level 1 I felt like I wasn't allowed to play the fun parts of Mengsk yet. Before Hailstorms for Troopers and lifted tanks become available, your AA is hilariously bad, and the lack of ESOs feels like a crime.
But what's your opinion? Which Commander feels like it benefits the most from getting levels?
r/starcraft2coop • u/brandon975 • 3d ago
Which commanders would be interested in having medics?
Well, I know the idea of helping an ally by leaving some medics behind comes up occasionally, but most of the time I feel they don't need them since they have their own means of sustaining themselves. Still, a few might be interested in having some, so I’m asking.
r/starcraft2coop • u/TwoTuuu • 4d ago
12 of October 2026 - Mutation #547: Temple of Terror
Mutation #547: Temple of Terror / Map: Temple of the Past
Mutators: Afraid of the Dark, Alien Incubation, Fear
https://youtu.be/rFTnFCgm9Yw (easy solo - Stukov p1)
https://youtu.be/PfPJPerWvmY (TLDR tier list)
https://www.youtube.com/playlist?list=PL3FSCru5EHIjiPtzursedh0D4ZT1U-N7h (playlist with all commanders)
There is quite a lot of vision around the main area, even without buildings. Just need some buildings in the top right.
The rocks also give vision.
annoying mutations until mid november
Questions about any of these runs are welcome. Runs will be uploaded throughout the week. All members get early access to videos.
Nice people in my discord can help you with the mutation: https://discord.gg/WerduSFQQK
------------
Afraid of the Dark
Vision provided by all sources is extremely limited except when in view of your camera.
Main structures (Hatchery, Command Center, Nexus, etc.) have sight range {9/9/7/7}.
The rest of structures have {4/3/2/2}, this includes Zeratul's cannon projections.
Units have 0 sight range. Upgrades and effects that increase sight range provide bonus vision.
Zeratul's Xel'Naga Watchers (Observers) provide vision with Sensor Array upgrade (3rd artifact + Contructs Bay) – 5.5 radius in normal mode, 8.5 in Surveillance mode.
Stukov's Ocular Symbiote grants vision (5 radius).
GDM Visor upgrade for Tychus' Fixers with max mastery grants vision (1.5 radius).
Nova's Elite Marines have 2 vision with Laser Targeting System upgrade.
Raynor's Scanner Sweep provides normal vision.
Call in the Fleet (Han and Horner) requires vision for it to be effective.
Napalm Payload (from Strike Fighters) provide vision for it duration (10s).
Spotlight radius = 4+{7/6/3/3}*[1-((distance to the closest friendly unit)/12)].
Unexplored terrain is visible on low and medium shaders (graphic settings).
Alien Incubation
All enemy units spawn Broodlings upon death.
The number of Broodlings is equal to the unit's supply cost, with the minimum of one.
Broodling has 30 HP, light, biological and summoned attributes; 4 damage, 6.2dps
Fear
Player units will occasionally stop attacking and run around in fear upon taking damage.
Chance for fear on hit = 100% * {5/10/15/20} / (target unit max HP + max shields).
The amount of damage doesn't affect the chance of getting feared.
10s duration (5s for heroic units).
https://www.maguro.one/p/mutators.html
r/starcraft2coop • u/ackmondual • 4d ago
P0 discussion - Artanis (Hierarch of the Daelaam)
Master list and description of this P0 Commander series....
https://www.reddit.com/r/starcraft2coop/comments/1wzksa4/p0_discussion_master_list/
- Recommended for players of all skill levels
- Strike from high orbit with the Spear of Adun using devastating abilities
- Command Aiur units and warp your army instantly into battle
- Patch 5.0.3: Artanis now starts the game with a Power Field deployed.
Masteries
- Power Set 1
- Shield Overcharge Duration and Damage Absorption: +3% / +90%
- Guardian Shell health and shield heal: +0.5% / +15%
- Power Set 2
- Energy Regeneration and Ability Cooldown reduction: +1.5% / +45%
- Speed Increase for Warped units: +2% / +60%
- Power Set 3
- Chrono Boost efficiency: +1% / +30%
- Spear of Adun starting and maximum energy: +3 / +90
ADVANTAGE
- Power: Guardian Shell
- Potent crowd control
- Warp in units anywhere
- Reavers do good area damage
- Tempests do good single target damage
- Easy to use
DISADVANTAGE
- Low damage per second army
- Lack of mobility
- Most ground units are fairly bulky and can impede allies
- Weaker calldowns
r/starcraft2coop • u/ATonOfDeath • 5d ago
General What COs and prestiges display the most obvious disparities between player skill levels?
A mediocre Tychus and great Tychus isn't all too distinguishable from one another but a good Fenix and a great Fenix feel miles apart, even more-so on P2 I've found. The same can be felt with P0 Abathur.
What other prestiges or COs in general do you see such an obvious or stark difference between good and great players?
r/starcraft2coop • u/ackmondual • 6d ago
P0 discussion - Kerrigan (Queen of Blades)
Master list and description of this P0 Commander series....
https://www.reddit.com/r/starcraft2coop/comments/1wzksa4/p0_discussion_master_list/
- Recommended for players of all skill levels
- Control Kerrigan on the mission with aggressive abilities
- Lead a powerful army of the toughest Zerg units
- Use the Omega Network to besiege your foes from multiple directions
Masteries
- Power Set 1
- Kerrigan's Energy Regeneration: +1.5% / +45%
- Kerrigan's Attack Damage: +1 / +30
- Power Set 2
- Reduced Combat Unit Vespene Gas Cost: -1% / -30%
- Immobilization Wave Increased Damage: +3.33% / +100%
- Power Set 3
- Expeditious Evolutions: -2% / -60%
- Primary Ability Damage and Attack Speed: +1% / +30%
ADVANTAGE
- Early offensive push
- Powerful assault hero
- Powerful ultimate ability
- Provides resources to ally
- Omega worms provide creep, mobility, & detection
DISADVANTAGE
- Weak anti-air counters
- Slow ramp up time
- Hard to rebuild army
- Gas starved
r/starcraft2coop • u/SiarX • 6d ago
Opinions on Dehaka prestiges?
P1: Devouring One
Advantages
Devour applies its benefits to all nearby friendly units.
Disadvantages
Dehaka has 0 base armor, loses the Scorching Breath ability, and has his max level reduced by 4.
P2: Primal Contender
Advantages
Pack Leaders and their entourage deal 50% more damage and have 100% increased life.
Pack Leader cooldowns reduced by 33%.
Pack Leaders can consume Essence for Dehaka.
Disadvantages
Dehaka exits the map while a Pack Leader is active.
Only one Pack Leader may be active at a time.
Notes
Dehaka respawns from where he left the map
Pack Leaders do not have abilities until they get unlocked with the Level 10 talent
Pack Leader Coolup times are not affected
Combined with the Pack Leader Duration mastery, you can have Pack Leaders on the map nearly 100% of the game length
P3: Broodbrother
Advantages
Dehaka spawns a clone.
Disadvantages
If either Dehaka or the clone dies, the other dies as well.
Notes
Essence is not shared between Dehaka and Zweihaka
r/starcraft2coop • u/Organic_Community877 • 7d ago
Nexus commaders
I am wondering how different the commander in Nexus are and if its worth giving it a shot with some player in Nexus and is looking for other to play it too.
r/starcraft2coop • u/batteries--rrrr-low • 8d ago
Decided to try out Brutal+
I have a few level 15 commanders. Been doing Brutal for a while and was nearly soloing most maps. As long as my teammate would defend an attack wave or two when I'm clearing the map with Zagara.
Decided to try out Brutal+
Made it two games in and I'm already sick of the people that play this game mode. Well, technically 4. First game trying Brutal+ got the miner evac map. Pretty easy mutations I guess.
Second game, maybe two minutes in. Guy starts bitching how he "Doesn't carry" leaves the game. I got him in the next map. Leaves again.
Third game, playing Zagara again. Despite killing two void shards off one base by myself. Teammate starts asking me if I'm new. to the game. Why am I doing Brutal+
I finally get to expand. And start baneling busting my way to the third shard. Guy finally starts sending troops and continues to tell me to how to play. "I need more hives" I am already burning through zerg trying to basically solo void shards as is. Dropping more minerals on more hives with him doing nothing is just a further mineral sink.
He keeps talking. Finally, two back to back enemy attack waves break my expansion. He has no troops out. So I left.
Enjoy your game - Shitheads.
r/starcraft2coop • u/Zvijer_EU • 7d ago
High APM from no obvious source!
Some guys TAB through subgroups like maniacs and inflate their APM drastically that way; you can even have APM in thousands if you rapid fire spam Stukov's PSI emitter, but this guy did none of that. He was Dehaka, played well, but nowhere near APM that high in my opinion. Really don't know where is the catch!
r/starcraft2coop • u/Protokai • 8d ago
How would you tier each commander for a ftp player?
So the free characters and everyone else is level 5. Who is still worth playing?
r/starcraft2coop • u/ackmondual • 9d ago
Why does Stukov Broodling get Creep movement bonus, but not Kerrigan's Broodlings?
In this case, Stukov's comes from Infest Structure, while Kerrigan's from Brood Lords.
I'm guessing because former is a ground unit, while latter got launched from the air? Even then, the level upgrades for Kerrigan's Broodlings still go by what's researched in the Evolution Chamber (for ground units).
r/starcraft2coop • u/ackmondual • 9d ago
P0 discussion - MASTER LIST
I was going to open discussions on each CO and break it down to each prestige. However, others have already done some of those for their P1 through P3 prestiges, so I'll just leave that as is.
However, P0s seem to not get much attention these days (and I'll acknowledge there are reasons behind that), but I'd still like to see if we can drum up talks on that. What you like, loath, suggestions for base lines changes, any fun experiences, leveling up, your initial moments playing them (especially if you got in before the prestige system, and even prior to them and the mode getting a lot of potential overhauls), etc.
Unlike for the P1 through P3 prestiges, the list of advantages and disadvantages aren't included by the game itself, but I presume through the players, communities, and other experiences. Here, I'm just conveniently ripping them from the Tiddlywinks Sc2 prestige site.
I'll use this post as a master list....
Raynor P0 - Renegade Commander
r/starcraft2coop • u/ackmondual • 9d ago
P0 discussion - Raynor
Master list and description of this P0 Commander series....
https://www.reddit.com/r/starcraft2coop/comments/1wzksa4/p0_discussion_master_list/
- Recommended for players of all skill levels
- Calldown and control an elite battlecruiser, the Hyperion
- Command an infantry army with strategic support units
- Deploy units anywhere on the battlefield via drop pods
Masteries
- Power Set 1
- Research Resource Cost: -2% / -60%
- Speed Increases for Drop-Pod units: +2% / +60%
- Power Set 2
- Hyperion Cooldown: -4 sec / -120 sec (down to a minimum of 240 sec)
- Banshee Airstrike Cooldown: -4 sec / -120 sec (down to a minimum of 120 sec; neither of these affect the initial cooldown at the start of the mission)
- Power Set 3
- Medics Heal Additional Target: +3% / +90%
- Mech Attack Speed: +1% / +30%
ADVANTAGE
- Anti-air counter-measures
- Powerful calldowns
- Defensive ground ability
- Enhanced mineral income due to MULE use
- Spider Mines are powerful on offense and defense
- Medics can heal mechanical units, giving utility for both allies
DISADVANTAGE
- Weaker early game that relies on ally and calldowns
- Very reliant on calldowns and proper timing
- Suffer from area of effect damage
- Requires good micro, macro, and hotkey use to utilize well
r/starcraft2coop • u/BreakingWalls89 • 9d ago
Thoughts on next Prestige?
Not sure if I feel strongly about any other prestige so I'm looking for recommendations from the crowd. Below are the prestiges I currently have. Or should I just aim for at least a 90 mastery (currently 63) for now?
Raynor: P1
Swann: P1
Zagara: P1
Vorazun: P1
Alarak: P3
Nova: P1 - I saw someone play as P3 and wanted it but not too excited about grinding this out.
Dehaka: P3
I'll go with whatever Hero recommendation has the highest upvotes.
Edit, within two hours there has been significant support for a P3 Zag. Was starting to really like her once I got close to maxing P1. Just hit level 4 running Normal games. I'll jump to hard now that I have the reduced scourge cost... we'll see when I feel comfortable jumping back up to Brutal before resetting for P3.
r/starcraft2coop • u/LazzyNapper • 10d ago
P3 stukov has so much potential it frustrates me
I know it sounds like a shitpost but here me out.
Overlords spreading creep. Why does no one do this like ever
Infested micro, if you leave your infested alone they get clumped up it's better to have them move forward in a fight and surround a target kinda like zergling micro where they surround a target before attacking.
Optimal bunker placement, putting bunkers in different parts of the map and not all in the same area is super important. It keeps your infested from getting clumped up and catches random enemies. It slows random attack waves and most importantly it allows allies to actually kinda move through your swarm of infested. Putting them on the edge of areas and in little pockets helps out so much. Just don't put them with like a tile of each other.
Also making sure to keep your ally in mind is super important. Make sure they have room
- Queens, they are so good, they have a AOE spell, anti air, detection for allies and your own units, a snipe that can hit any target and they fly with boosted energy with a upgrade. Why does no one use them they are so good.
Also just wanted to throw in the banshi here. They have like 200 HP upgraded with invi and can burrow for energy and super fast HP regeneration. So if microed correctly they will never die
I've been playing a lot of p3 stukov lately and I'm getting some rounds where I'm running around faster than I would something like Raynor. It just frustrates me seeing someone else play him and put all the bunkers in the middle of the map and with 7 apm barley help other than clog up my army and block walk ways
r/starcraft2coop • u/Black_Truth • 10d ago
How to play Kerrigan?
Title. I decided to unlock all prestige of free characters but I'm getting destroyed when I play Kerrigan.
My units dies all the time, I can't replenish in time, my zerglings die immediately since there's so much splash damage that it doesn't even work as mineral dump.
It gets absolutely atrocious when the enemy has a deathball of air units and siege tanks, since the best anti-air is hydralisks. I really suck at dealing with air as Kerrigan.
Any tips? I just suck at Zerg in general but the difference between the 3 free factions is too big for me.
Edit:Thanks for the advices, everyone!
r/starcraft2coop • u/TwoTuuu • 11d ago
5 of October 2026 - Mutation #546: Catch the Train
Mutation #546: Catch the Train / Map: Oblivion Express
Mutators: Afraid of the Dark, Shortsighted, Speed Freaks
https://youtu.be/PYU_EZs_AzQ (TLDR tier list)
https://youtu.be/s2A16Cmfwj4 (easy solo - HH p1)
annoying mutations until mid november
Questions about any of these runs are welcome. Runs will be uploaded throughout the week. All members get early access to videos.
Nice people in my discord can help you with the mutation: https://discord.gg/WerduSFQQK
------------
Afraid of the Dark
Vision provided by all sources is extremely limited except when in view of your camera.
Main structures (Hatchery, Command Center, Nexus, etc.) have sight range {9/9/7/7}.
The rest of structures have {4/3/2/2}, this includes Zeratul's cannon projections.
Units have 0 sight range. Upgrades and effects that increase sight range provide bonus vision.
Zeratul's Xel'Naga Watchers (Observers) provide vision with Sensor Array upgrade (3rd artifact + Contructs Bay) – 5.5 radius in normal mode, 8.5 in Surveillance mode.
Stukov's Ocular Symbiote grants vision (5 radius).
GDM Visor upgrade for Tychus' Fixers with max mastery grants vision (1.5 radius).
Nova's Elite Marines have 2 vision with Laser Targeting System upgrade.
Raynor's Scanner Sweep provides normal vision.
Call in the Fleet (Han and Horner) requires vision for it to be effective.
Napalm Payload (from Strike Fighters) provide vision for it duration (10s).
Spotlight radius = 4+{7/6/3/3}*[1-((distance to the closest friendly unit)/12)].
Unexplored terrain is visible on low and medium shaders (graphic settings).
Shortsighted
Player units and structures have reduced vision range.
Units and structures have reduced sight range by 60%.
Raynor's Scans are not affected by this mutator.
Speed Freaks
Enemy units have increased movement speed.
All movement speed is increased to the minimum of 5.5.
Speed Freaks doesn't apply to Trains, Shuttles, Tornadoes, Blizzards, Purifier Beams and Missiles from the Missile Command mutator.
Units revert their speed when mind-controlled/reclaimed.
https://www.maguro.one/p/mutators.html