So, every week I take on the weekly mutation on my stream and I wanted to open up topic about the pros and cons of each commander. Please make sure to talk about your builds and anything that you want to say. So, let's get started.
I wanted to start off by saying that this mission can be cheesed by going around the outside of the map thus avoiding the lava spouts and all the burning ground. Some if the easier ones are Stukov’s Liberators, and Artanis’ Tempests. Stukov’s Libs do great damage and have a lot of damage reduction and the Tempest have a super long range. Using this method you can even get the bonus easily by going the the first Thrasher normally, then the second one by skirting the west side. The last two sets of Thrashers can be done by going around the east side and getting the bonus on the way to the last set.
Here is my order from best to worse
Stukov Dehaka Kerrigan Zagara Vorazun Raynor Swann Abathur Alarak Nova Karax Artanis Fenix
Good Offensive Commanders:
All Commanders
Good Defensive Commanders:
Not really a defensive mutation
Raynor
Composition: Viking/Banshee
Pros:
Easy to cheese this mission with this method.
Hyperion can be used to deal with the first Thrasher and help to clear areas before you get there.
Banshee call downs are good for small attack waves and to finish off thrashers.
Air units avoid half the Mutations.
Viking have super long attack range and Banshee are great aoe for ground forces.
Raynor can reinforce anywhere on the map so attacking the last two sets of Thrashers will be easier.
Cons:
Losses are inevitable even with great micro as you can repair any units while skirting the outside.
While using an air composition it might be hard to keep medics alive if you attack as they will get all the ground damage and the Scorched earth will do a lot of damage.
Kerrigan
Composition: Ultralisk/Zergling.
Pros:
Kerrigan is great for this mutation as she can do great damage and Immobilization wave is OP as always.
Ultralisk are very hard to kill and you can always put them back into an Omega Network any time you feel they might have taken too much damage.
Zergling are a great use for the extra minerals that you might acquire so feel free to make as many as you want as long as you have extra Larva.
Leaping strike is great for an time you need to get away from flames.
Cons:
Air composition are very tough to deal with as Hydralisks will melt in the fires, thius you will never be able to get enough of them.
Artanis
Composition: Tempest/Zealot.
Pros:
Tempest have great attack range.
Solar Bombardment can deal with the first Thrasher and a few other things throughout the mission.
Disintegration is great for dealing with any one unit or to get extra dps aginst a Thrasher.
Zealots can be warped in anywhere to help pull agro from your Tempests.
Guardian Shield will help keep your forces alive.
Cons:
Might be a bit hard to defend if you go around the outside, and if you go from the front you might lose a lot of Tempests to the Lava Burst.
Swann
Composition: Tank/Hercules,Goliath/Science Vessel.
Pros:
Tanks have great dps and as long as you keep them moving with a Hercules you should be able to to never lose any of them to the fires or the lava spouts.
Science vessels should be able to keep your forces alive with free heals but you will have to be careful about the lava spouts.
Laser Drill should help you deal with any attack wave and get you extra dps for the Thrashers.
Goliaths have good dps and attack range for the air units.
Cons:
Goliaths will die very fast so hope for a ground comp.
Zagara
Composition: Baneling/Zergling/Scourge.
Pros:
Banelings are super good against any ground unit, you won't be affected by the Mutations as they will suicide and kill anything.
Zerglings are great for finishing up whatever is left after the Banes have moved through.
Scourge are great for the air units or if you want to cheese you can just mass them and kill Thrashers fast.
Zagara is great for the first Thrasher and to support anything after your Banes.
Cons:
You might find yourself with low number of units after your banes suicide so you might need to rely on your partner while building up your forces to max.
Vorazun
Composition: DT/Corsair.
Pros:
Dt’s do great damage against any ground force.
Corsair are very good against air units.
Black Holes are great for dealing with any forces especially air units.
Time Stop is very good for this mutation so make sure to use it as much as possible.
The first Shadow Guard can clear the rocks and then clear the forces in front of the first Thrasher.
Cons:
Slow build up might make it a bit hard to clear up to the second Thrasher, so just be sure to not lose too many forces.
Air comps require you to have more 2 Stargates to get enough Corsairs.
Karax
Composition: Cannons/Carriers.
Pros:
Cannons are great for defense and can clear the first Thrasher.
Carriers can go in the front or skirt the side of the mission.
Purifier Beam is great for attack waves or clearing forces that are protecting the Thrashers.
Spear of Adun can kill an units that need killing.
Cons:
Slow build up might make it hard to finish the mission without the help of your partner.
Abathur
Composition: Brutalisk/Leviathan/Queen/Mutalisk.
Pros:
Brutalisks are very good for this mutation and with full Symbiote Mastery it is very hard to kill them. if you are in danger of losing them make sure to deep tunnel are get out to not lose them.
Leviathans are great for anything and have great survivability.
Mutants with high amounts of biomass can stay alive through almost anything.
Toxic Nest are great for the first attack waves and to support any attack.
Cons:
Queens are very hard to keep alive as they have low HP, and they have a large unit size making them very vulnerable to the fires.
Alarak
Composition: Supplicant/Ascendant.
Pros:
Alarak is great for dealing with any early attack waves and the first Thrashers solo.
Early to mid game adding Supplicants will make it much easier to deal with anything.
Mid games you can use the Ascendant Sacrifice to allow Alarak o constantly use his abilities. This method utilizes the fact that any time a unit dies Alarak’s passive Sacrifices will clear his cooldowns and heal him anywhere on the map. Just keep some Ascendants and Supplicants a home and manually Sacrifice the Supplicants.
Late game bring in your Ascendants and finish the mission
Cons:
Nova
Composition: Raven/Liberator/Banshee.
Pros:
This is a good cheese strat or brute force strat.
Liberators have great dps against the Thrashers.
Ravens are great to pull aggro.
Banshee are good for the ground units.
Nova can clear units with Sabotage Drones, and Nukes.
Cons:
Any ground force might find it hard to stay alive though the fires.
Stukov
Composition: Bunker/Liberator.
Pros:
To make things for fun try Bunkers for defense then use Liberators to kill the Thrashers without going through the front.
Bunker do great damage and are great for defense.
Just the units that spawn from the Bunkers are more than enough to push through the front.
Call downs are great for pushes and can help get you the extra dps you might need, be sure to constantly move them around to avoid the Lava Spouts and the Fires on the ground.
Cons:
Stukov is OP.
Fenix
Composition: Carriers or Scouts or both lol.
Pros:
Fenix can solo the first Thrasher and the first attack wave.
Carriers can go around the outside if needed or just push through the front.
after the mid game use the Arbiter suit to get the most out of Fenix.
Going for Carriers will allow you to build as many cannons for defense.
Cons:
Carriers might die and might make it hard to keep critical mass, plus it will be hard to get your new Carriers to your main army.
Dehaka
Composition: Mutalisk.
Pros:
Dehaka can solo the whole mission but Mutas will help.
Call downs are great for extra support, just be sure to move them around as one Spout can kill them very fast.
Mutas take less damage on the move so keep them moving and attack.
Cons:
A bit slow to start so you have to be sure keep micro going to make sure he stays alive.
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https://www.twitch.tv/hunterafi