Let me first start off by saying that this week is not tough for any commander, Ill still go through the pros and cons for this week but the cons might not be very extensive, and might very well seem a bit like I’m nitpicking. Any way here we go.
Here is my order from best to worse
Raynor Nova Kerrigan Stukov Swann Zagara Vorazun Alarak Abathur Karax Fenix Artanis
Good Offensive Commanders:
All
Good Defensive Commanders:
Stukov
Karax
Swann
Raynor
Raynor
Composition: Bio/ Vulture.
Pros:
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1. Bio forces are fast units and as such can be oved across the map easily.
2. Hyperion and the Banshee Call Downs are great for clearing as well as support for the Harvesters if your forces are out of place.
3. Widow Mines can be placed at spawn location to avoid being pulled out of position when attack forces come.
4. Orbital Rally is great for keeping your forces together as well as creating small contingents of units to be in many places at once.
5. Adding Turrets to Window Mines can kill almost any attack waves.
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Cons:
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1. Medics affected by Concussive Shell can make it hard to keep your forces healed if not watched carefully
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Kerrigan
Composition: Omega Worm/Hyrdalisk
Pros:
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1. Enough Omega Worms can keep any attacking force busy for quite some time. Omega worms also have the effect of making Concussive Shell and Time Warp ineffectual.
2. Hydras have great dps.
3. Kerrigan can use Leaping Strike to get anywhere on the map very fast.
4. Immobilization Wave can be used to clear entire attack waves or gain you time if you need to just use Kerrigan while the rest or your army is defending a Harvester.
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Cons:
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1.
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Artanis
Composition: Tempest/Zealots
Pros:
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1. Zealots are great for clearing low tier ground forces, and act as a great mineral dump.
2. Tempest have very long range and with Zealots on the ground in front will very rarely get affected by Concussive Shell.
3. Guardian Shell is great for your ally if affected by any slow and to keep your Tempest alive if affected as well.
4. Solar Bombardment can clear any attack wave with a few Zealots to keep the forces in place.
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Cons:
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1. Tempests do not have hit scan so they will tend to overkill not split before any fight.
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Swann
Composition: Tank/Hercules/Goliath/Science Vessel.
Pros:
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1. Hercules can make moving your Tanks a breeze and allow for hot pick-ups for any Tank the is under fire.
2. Tank have long range and once you have enough any ground force will never be able to touch them.
3. Goliaths have long range and can deal with any air force with ease and are great for supporting Tanks.
4. Hercules Teleport can get you anywhere on the map with or without vision.
5. Combat Drop can clear any fortified enemy encampment and help you get through the first attack waves while building up your forces.
6. Turrets can be placed at any spawn location to make sure that you are never out of position.
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Cons:
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1. Slow ramp-up makes it hard to steam roll any force if you lose your first couple siege tanks.
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Zagara
Composition: Bane/Scourge.
Pros:
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1. Banelings are great for clearing any attack force.
2. Zagara is more than enough to clear any low tier ground attack force.
3. Scourge are great for any air attack force.
4. Once you’ve cleared the map camping spawn points with Banelings and Scourge can kill entire attack waves.
5. Extra money can be used to build Spine Crawlers and Spore Crawlers at spawn points.
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Cons:
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1. Early air attack forces can be tough to deal with, while your Hunter Hydras are on cool down.
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Vorazun
Composition: Dark Templar/Corsair.
Pros:
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1. Time Stop allows you to move your army very fast and busy you plenty of time.
2. Black Hole is great for buying time.
3. Shadow Strike is very powerful against any ground attack force.
4. Corsairs are great anti-air and have Disruption web to stop any ground attack.
5. Dark Pylons can be used to move your army anywhere on the map.
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Cons:
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1. Slow build up makes it hard to deal with the first and second harvesters.
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Karax
Composition: Cannon/Carriers
Pros:
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1. Cannons are great to dump the extra minerals that you will get after building Carriers.
2. Cannons are great for defense against anything but Banelings and Vipers.
3. Carrier Interceptors will pull most of the enemy agro, thus making your Carriers almost guaranteed to not be affected by Concussive Shell.
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Cons:
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1. Very high gas build and thus hard to build any Monoliths.
2. Scourge can still wreck any Carrier Fleet because of their speed.
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Abathur
Composition: Brutalisk/Queen/Viper/Guardian/Devourer.
Pros:
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1. Brutalisk have Deep Tunnel and can be anywhere you need them to be.
2. Brutalisk are great dps and aoe.
3. Queens can keep your army fully healed.
4. Devours and Guardians can kill any attack force whether air or ground.
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Cons:
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1. Initial air attack waves will bypass nests without a Roach to pull them to the ground.
2. Certain attack waves won’t give you enough Biomass to get a Brutalisk before the first shuttle.
3. Large Slow army so you can be pulled out of position without carful planning.
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Alarak
Composition: Wraithwalkers/Ascendants/Supplicants
Pros:
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1. Alarak can deal with the first 2 Harvesters by himself.
2. Ascendants can clear entire waves by themselves.
3. Forward Pylons can be used to overcharge as well as for forward warp-in points.
4. Once you reach 8-12 Ascendants your gas can go to Wraithwalkers to allow you to do good damage to buildings and have a long-range siege unit.
5. Mothership is great for dealing with attack forces while your army is elsewhere as well as Recall to where you need to be.
6. First overcharge can be used to clear your rocks, and the second can be used for the first attack wave.
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Cons:
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1. Slow army so easy to be pulled out of position without careful planning.
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Nova
Composition: Tank/Goliath/Raven.
Pros:
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1. Raven Turrets can be used to pull agro away from your army.
2. Spider Mines can be used at spawn points to clear waves before they even get a chance to move.
3. Nova can clear the first and second waves (and Harvesters) almost completely alone.
4. Goliaths have great range and a stun for air units.
5. Raven can heal any size army.
6. Griffin Transport can get you anywhere you need to be (with vision so use Spider Mines at spawn locations).
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Cons:
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1. N/A
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Stukov
Composition: Bunker.
Pros:
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1. Call Downs are great for clearing and dealing with attack forces while your army is elsewhere.
2. Bunkers can be moved to spawn locations to defend while your army is elsewhere.
3. Infested can be sent to clear the next enemy encampment while defending Harvesters.
4. Bunkers can be unloaded if dealing with Immortals or any long-range siege unit. They can also be unloaded to clear encampments.
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Cons:
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1. Fast Zerglings can kill a solo early bunker so be careful because losing your first bunker can hurt.
2. Concussive Shell can affect anything so watch your CC because it can affect creep spread.
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Fenix
Composition: Carriers.
Pros:
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1. Fenix can deal with the first and second Harvesters.
2. 2 Cannons can deal with your expo making it possible to make your first unit a carrier.
3. Interceptors pull all the agro making your Carriers less prone to being able to be hit with Concussive Shell.
4. Extra minerals can be used to make cannons at the spawn points.
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Cons:
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1. Slow start and solo Carriers can be taken out very fast.
2. You must switch suits often in order to heal and restore energy. This makes it hard to deal with some attack waves early on without some planning.
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