Everyone remember 1000 tips and HOTS tips threads? I decided to continue that idea of helpful thread with all the small features, notes, tips and tricks, but this time on Legacy of the Void.
This thread will be updated from time to time, and I will apreciate your help with more tricky stuff if you find something. Unlike previous threads, this time I will add time stamps on every update so you can track updates on each race! Thank you and lets begin!
- 30.03.2015
- Cyclone must "recalibrate" Lock On ability on same target when duration (20s) ends.
- Lock On 6s coldown starts ticking after it ended previous Lock On.
- Even when Lock On mode is considered as ability, it is still affected by armor (enemy) and weapon (you) upgrades.
- Each upgrade adds 60 damage to summary Lock On damage (for 20 seconds).
"Cyclone will stop attack in Lock On mode if cloaked/burrowed target went out of your detection range. - Lock On can't be used while on the move. Cyclone must stop to activate (re-target) ability to other target.
- Tip: use Hold Position or Attack move to order Cyclones automatically lock on close targets.
- Cyclones are slower than Ultralisks on creep and off creep. But due to Ultralisk AI, it is possible to kite Ultralisks off creep.
- Cyclones are faster than Medivac, except, of course, when it uses Ignite Afterburners.
- Cyclone upgrade does not increases range of Lock on ability, it increases only radius of activation. Before upgrade you can lock at target at 6 range, after upgrade - at 9 range. Basically Cyclone gets channeled-while-moving attack per target every 6 seconds.
- Lock On range is exactly same as Tempest weapon range - 15. It always remains same, before and after upgrade.
- Tactical Jump (Battlecruiser warp ability for 125 energy) cleanses "Lock On" focus on Battlecruiser, even if you warped nearby Cyclone.
- Lock on will not jump to transport (Medivac / Prizm / Nydus / Overlord) if it was focused on target that entered that transport. After 6 seconds Lock on will automatically activate on transport if it's in range of Cyclone's ability (not default attack).
- Lock on will continue attack a target that started to morph (i.e. Locking on zergling will not stop once zergling morphs into egg)
- Lock on makes Cyclone immune to Blinding cloud.
- Changing unit mode (i.e. Helion <-> Hellbat) will not clear Lock on focus.
- Against Mutalisks Cyclone performs very well. Even when they are slower than Mutalisks, with "A-moving" or using "Hold position" when Lock on coldown is ready, you can simultaneously attack as much Mutalisks as much Cyclones you have. Cyclones are not that squishy like Stalkers and not heavy like Thors, but medium'ly mobile and tanky to survive Mutalisk clouds.
- 30.03.2015
- Roach and Hydralisk upgrades were merged. Roach starts with tunneling claws and can use it when Burrow upgrade is researched. Keep in mind that Roach speed upgrade at Lair tier now also slighty increases speed of burrowed Roaches. Hydralisk range and speed off-creep upgrades are also merged into one.
- Remember that Burrow is still at Hatchery tier. Roach starts with burrow movement upgrade and burrow speed is 1.41. Roach speed at Lair, that increased default Roach speed (unburrowed) to 3 now also increases burrow movement speed from 1.41 to 2.75. On creep burrow speed of Roach is increased accordingly: 1.41+0.42 (w/o speed upgrade) and 2.75+0.82 (w/speed upgrade)
- When burrowed, Ravager becomes standard Zerg unit with burrow: no burrow movement, no regeneration and no Corrosive bile from burrowed state. But it gets better DPS and Corrosive bile ability for the cost of losing health and burrow move and regeneration.
- Even having slighty less health, Ravager beats roaches 1-by-1 with 60 (of 120) health left.
- Since Corrosive Bile is ability, it can't be sniped by Point Defence Drone.
- Ravagers can become a new ultimate unit in ZvZ after Roach. But it plays same - in small groups Ravagers are weak to zerglings, but when fighting them in choke or when there is a big group of ravagers, then Zerglings going to lose any fight against Ravagers. Also, Ravagers are bigger so more zerglings can surround them.
- Roaches still can counter Ravager, because of the low cost and early regeneration allowing Roaches to outheal high DPS from Ravagers.
- Ravagers can kite Reapers, Marines and Zealots. Six weapon range and 2.75 speed makes them more viable at kiting short-ranged units.
- Ravager's Corrosive bile can one-shot Larva. 60 flat damage from spell (armor ignore)
- Roach + Ravager is very similar to Marine + Marauder combo, in terms of viability, mobility, regeneration (roaches only) and DPS (ravagers). Only one bad thing - it still costs more vespene gas.
- Infestor Neural Parasite range is 9 now. It can outrange Colossus (which is with maximum 8 weapon range after "Extended Thermal Lance" upgrade)
- What counters enemy deathball? Right, other deathball. You can Parasite Disruptor and explode it.
- You can Parasite Oracle and place stasis ward or reveal enemy cloaked army (i.e. under Mothership) for 60 seconds for you.
- You can Parasite enemy Carrier and release all interceptors. They will fight for the Swarm... forever... 60 seconds.
- You can Parasite enemy Tempest to use his Desintegration ability on enemy key units (Colossies, Immortals, etc)
- You can "toggle" Locust aerial and ground stance. If you want them to go to enemy on ground then just swoop them (they have an ability) from air to ground.
- Benefits of flying locusts:
• Immune to tons of ground AOE weapons and abilities (Banelings, Colossus, Widow mines, Hellbats, Siege Tanks, Force Fields, Time Warp, Concussive Shells, Disruptor, Ultralisk, Stasis Ward)
• Have aerial magic box making them less vulnerable to AOE weapons
• Can fly over impassable terrain
• High ground and brush vision - Benefits of ground locusts:
• Can tank for your units and/or force enemy waste Force Fields.
• Can clear mines and wards.
• Have huge bonus speed on creep - 40%, allowing them to move almost at Stalker's speed
• Can use Xel'Naga tower
• Can attack. - Viper's Blinding Cloud does not blinds Cyclone in Lock on mode, it only melees his default attack.
- Viper's Parasitic bomb does not stacks if casted on same target
- Viper's Parasitic bomb does stacks if casted on units that are nearby. The more enemy units affected with Parasitic bomd, the more damage they will deal to eachother. In other word, Parasitic Bomd overlaps with other P.Bomds if casted on different enemy units.
- Viper's Parasitic bomb stops damage on landed Viking
- Viper's Parasitic bomb stops damage on target that was Neural Parasited by you
- Viper's Parasitic bomb does not attaches to other enemy unit if it stays in the air after killing previous enemy unit
- Viper's Parasitic bomb can kill Protoss observer.
- Viper's Parasitic bomb can damage and kill units that are lifted by Phoenix
- Viper's Parasitic bomb does not warp-travel with Battlecruiser that used Warp jump, it stays at place like unit is dead
- Viper's Parasitic bomb can not be targeted at Point Defence Drones.
- Viper's Parasitic bomb will travel with Recalled units.
- Viper's Parasitic bomb can be casted, damage and kill Colossus. Four colossies affected by Parasitic bomds will die, if staying nearby in range of Parasitic bomb. Split away at least one of them and you can save them all.
- Viper's Parasitic bomb is a new deadly Zerg weapon against Mutalisk balls alongside with Fungal Growth. Works perfectly in combination with Fungal Growth so enemy can't split away Mutalisk with the P.bomb on it.
- Viper's Parasitic bomb deals 90 damage, Fungal Growth deals 30 damage. Even with 120 damage, this combo will not kill Mutalisk. There is a chance that enemy will split away affected Mutalisk and/or they just survive with basic Tissue regeneration. So 2nd Fungal Growth or 2nd Parasitic Bomb can finally kill Mutalisks.
- Viper's Parasitic bomb stays on unit that enters morphing stage (i.e. Corruptor into Brood lord cocoon or Overlord into Overseer cocoon)
- Viper's Parasitic bomb stays on grounded Vikings but not deals damage around. Once they go to aerial mode, Parasitic Bomd continues damaging.
- You can use nydus invulnerability to block a ramp like a FF but you need 2 of them in a good position, the worker surround is not possible, so even if they surround it you can still get units out, use transfusion with a queen to keep nydus up or banelings firsts to screw them. Original
- You can abduct a burrowed Lurker into the enemy mineral lines or use abduct to move your siege line of lurkers. Original
- You can abduct units into Lurkers range and kill them faster than you think. Original
- 30.03.2015
- Adept clone speed is around 3.75.
- Adept or his clone can't be loaded into Warp Prizm (or other transport) if clone is created.
- You can do a lot of interesting maneuvers with Adepts. For example safe-harass: come to enemy, create clone and move it away to safe spot, do some attacks and then teleport to clones.
- You can cast Adept clone and recall it. It will still teleport (even through entire map) to the clone.
- Adept's clone does not reveals widow mine and does not triggers it (untill it's teleported to the range of mine)
- Clonning Adept into melee-range of Siege Tanks (sending a clone close to Siege Tanks) can allow you kill Tanks with less damage to Adepts.
- Adepts can cleanse Fungal effect and Seeker Missile target by teleporting into their clones.
- Oracle's Stasis Ward reveals and stuns cloaked and burrowed units nearby if detonated manually (without detection) or automatically (with detection)
- Oracle's Stasis Ward can stay forever and work as vision at key areas and to deny enemy expansions (almost like burrowed zergling).
- Oracle's Stasis Ward by default set to auto-cast, so it will detonate and explode at larger radius. To make it even more effective try to turn off auto-cast and detonate it when enemy is on top of it. Also you can detonate wards manually for longer stasis.
- Oracle's Stasis Ward have small build time so palcing it in front of enemy would mean enemy will know where to scan or where to not go.
- Oracle's Stasis Ward is a structure, so any auto-attack and/or Disruptor can kill it without detection.
- Oracle's Stasis Ward is very easy to spot without detection. The model of it is always moving so it won't be a problem for you to notice wiggling-diggling with current Stasis Ward model.
- Oracle's Stasis Ward will trigger on spawned units.
- Oracle's Stasis Ward will not trigger on air units and structures.
- Disruptor will show armor plates when recharging (i.e. Purification Nova on coldown). Picture
- Disruptor can clear Fungal Growth effect from himself by entering into Purification Nova mode.
- Disruptor's friendly fire mechanic is same as Widow Mines - it can damage (and even kill) your units, but can't damage other ally Disruptors.
- Disruptors while in Purification Nova stance, can move through Force Fields and your or enemy units.
- Disruptor while in Purification Nova gets 67% bonus movement speed, which is 3.75. On creep Zergs can outrun and escape them.
- Disruptors are more all-in'y units. Your good split or evacuation (to Medivac) can make them one-time expensive toy for Protoss player that using them.
- Here are some tools and ideas on how to counter Disruptor: evacuate biological units to Medivacs, outrun on creep as Zerg, spread mechanical units and repair them after Disruptors exploded, use your air.
- During those 4 seconds Disruptors won't deal damage, at all, they just become very fast. So try to manage your splitting and army spreading. Look carefully at where Disruptor trying to go... and split there. The idea is to minimize amount of variants where enemy Protoss can explode his Disruptor. And you must do that prior to the end of Purification Nova duration, not at the beginning.
- Disruptors can't be picked while in Purification Nova stance.
- Disruptors are Light units, so Helions theoretically can be good versus them when trying to kite them or force to activate.
- Phoenixes can lift-up Disruptors (that are on coldown or not in Purification Nova stance) and even kill them because they're Light.
- Cyclones have 200 life, meaning that they can survive one explosion from Disruptor and kite them after.
- Same as with Medivacs, Zergs can also use Overlords to avoid Disruptors. But using Overlords just for that is not so good idea, so Zergs can just outrun Disruptors on creep.
- Carriers can release Interceptors so they flying over specific area for entire minute. Be careful, it makes your Carriers defenceless untill you create new interceptors. Enemy can go away from the area where Interceptors "landed" and go/fly straight to your defenceless Carriers.
- Carriers can create 1-minute vision "wards" by releasing each Interceptor once it's created.
- When releasing Interceptors, they fly out of Carrier at a lot higher speed than if Carrier releases them as default attack. It's like Interceptors already have "Graviton Catapult" upgrade when being released with that ability.
- Carrier's default attack range is 8, when Release Interceptor can be targeted at 15 range. It means that Carriers can initiate fight with that ability at safer distance but with some risk becoming defenceless against smart players. So if to summarize, Release Interceptors gives you higher speed of releasing Interceptors and higher range, but leaves Carrier defenceless untill it builds another portion of Interceptors.