Stetmann is the best commander here, you DON'T USE UNITS against first wave! With full structure morph mastery you can comfortably have 4 spines + spore for detection & 2-3 workers to repair. When you're done send spines to clear expansion; mines don't hit structures, so that's another advantage! Super Gary will still be ready for 5 minute wave and then you're fine. Later, broodlings can tank the mines & photon overload, so spreading stetzone becomes easy! Always go broodlords in this mutation!
@@Master-b9y yes, fastest to finish, but if you get air comp & miss contaminated strike, you can still have some troubles defending. P2 Gary deletes everything & you can comfortable do bonuses too!
1. don't miss contaminated strike (check my guide to see how) 2. even if you miss, strike again. (they'll be at the second shard area) 3. if you still miss, strike again. (they'll be near the first shard area) 4. if you STILL miss, you have bunkers at home. enemies aren't stronger, so they won't break 5-6 bunkers. Not having to enter any base or even look at the objective make Mengsk clearly better than everyone else to seriously think anyone can beat a commander who is known to completely dominate this map is quite a take that hardly anyone will agree with. stetmann: good? yes. best? no.
Thanks to you guys, I was able to win on Brutal with 6 different commanders this week. I really enjoy the opportunity to use a variety of commanders to beat the mutation in different ways. GGs!
Wondering why nobody in the sinergy section said Swann and H&H. Swann p2 can defend his heart out against everything while giving H&H p3 the gas they need to build platforms and simply bomb the shards from home without even leaving the base.
I think P2 Fenix is better than you're giving him credit for. Arbiter Fenix easily counters the mutations, as he can cloak the team/your partner's army, and both detect and attack mines from outside of their trigger radius. I was mostly just A-moving around the map and had no trouble with anything. Kaldalis may have died a bit more than usual, but he was still able to get plenty of damage in. And If I ever needed to switch off of Arbiter Fenix, I still had observers set to follow Warbringer, Taldarin and Clolarion around, so I still didn't lose detection.
CtG often says he has terrible luck in co-op During last night's solo queue, I ran into level 3 Karax and level 1 Stetemann who didn't know you need detection for this mutation Both stayed on 1 base, Karax tried to rush carriers while Stetemann didn't spread a single stetellite or use Gary I'd like to see a video from you with 1 such ally
Very funny to have H&H in C on this map, followed by karax on S who is way harder to shard snipe. Can really see people just don't play han and horner so have no clue what to do. for a "less, co-opy player" getting an observer to the shards is way harder than clicking on the shards as H&H. EG ask Harstem / UpAtree to "karax" this mutator and see what happens..... vs built 10 strike platforms and click on the shards + as twotuu mentioned "move unseen" means call in the fleet pretty much kills 3-4 shards. I think CtG knew but refused to fight. btw your "youtube clicky card" has the mutations from last week
Alarak is easily A tier in my eyes. Easy defense of first wave, cheap/easy to replace detection and P3 Fleet can just Amove around with its 9 range (cause of Havocs). The only slight downside is Alarak, but you can just leave him in prison at home so that he doesn't accidentally walk into the minefield. Forward Pylons with Overcharge provide enough pushing power for the Fleet.
@@Jedrex899 Seems crazy to put artanis in a and alarak in b. Yeah, artanis is good for this one, but I don't think he is necessarily better than alarak overall
All they need to do is bring back double mules for him. He would immediately stop being the bottom feeder. Unfortunately for us there is pretty much no chance of that ever happening...
pretty easy mutation, finally lvld my fenix, god i hate p2 and p3 are garbage, p2 needs lvl 15 for the tactical data, and p3 need lvl 11, to use the avening, what a joke, atelast p1 can be use at lvl 1
P2 is good, you just can't all-army. Put all 6 of your champions on a hotkey, optionally with an observer and fenix too. When one champion dies, the next one is automatically added to that hotkey. P3 is also good but unless you specifically want to get the most out of your angry zealot, it plays a lot like p0 with more macro to keep replacing your army. I prefer using p1 in random queues. The fenix suit doesn't really do much most of the time anyway, so making it much more powerful when you really need it is just better. The arbiter can still be out as much as you want and will always be available to teleport your army without delay.
Stetmann is the best commander here, you DON'T USE UNITS against first wave! With full structure morph mastery you can comfortably have 4 spines + spore for detection & 2-3 workers to repair. When you're done send spines to clear expansion; mines don't hit structures, so that's another advantage! Super Gary will still be ready for 5 minute wave and then you're fine. Later, broodlings can tank the mines & photon overload, so spreading stetzone becomes easy! Always go broodlords in this mutation!
Benefits from being a zerg commander that can repair. I do think that stetmann is good here, probably s tier.
No way, best is mengsk.
@@Master-b9y yes, fastest to finish, but if you get air comp & miss contaminated strike, you can still have some troubles defending. P2 Gary deletes everything & you can comfortable do bonuses too!
1. don't miss contaminated strike (check my guide to see how)
2. even if you miss, strike again. (they'll be at the second shard area)
3. if you still miss, strike again. (they'll be near the first shard area)
4. if you STILL miss, you have bunkers at home. enemies aren't stronger, so they won't break 5-6 bunkers. Not having to enter any base or even look at the objective make Mengsk clearly better than everyone else
to seriously think anyone can beat a commander who is known to completely dominate this map is quite a take that hardly anyone will agree with.
stetmann: good? yes. best? no.
@@TwoTuuu definitely not a-tier beneath Karax
Thanks to you guys, I was able to win on Brutal with 6 different commanders this week. I really enjoy the opportunity to use a variety of commanders to beat the mutation in different ways. GGs!
Wondering why nobody in the sinergy section said Swann and H&H.
Swann p2 can defend his heart out against everything while giving H&H p3 the gas they need to build platforms and simply bomb the shards from home without even leaving the base.
i didn't want our swann friends to get bullied by random HH players
I think P2 Fenix is better than you're giving him credit for. Arbiter Fenix easily counters the mutations, as he can cloak the team/your partner's army, and both detect and attack mines from outside of their trigger radius. I was mostly just A-moving around the map and had no trouble with anything. Kaldalis may have died a bit more than usual, but he was still able to get plenty of damage in.
And If I ever needed to switch off of Arbiter Fenix, I still had observers set to follow Warbringer, Taldarin and Clolarion around, so I still didn't lose detection.
wrong picture lol
CtG often says he has terrible luck in co-op
During last night's solo queue, I ran into level 3 Karax and level 1 Stetemann who didn't know you need detection for this mutation
Both stayed on 1 base, Karax tried to rush carriers while Stetemann didn't spread a single stetellite or use Gary
I'd like to see a video from you with 1 such ally
If i queue in the mutation and see a level 3 I'd just quit
Stetaman P3 is S tier here.
Very funny to have H&H in C on this map, followed by karax on S who is way harder to shard snipe. Can really see people just don't play han and horner so have no clue what to do.
for a "less, co-opy player" getting an observer to the shards is way harder than clicking on the shards as H&H. EG ask Harstem / UpAtree to "karax" this mutator and see what happens..... vs built 10 strike platforms and click on the shards + as twotuu mentioned "move unseen" means call in the fleet pretty much kills 3-4 shards. I think CtG knew but refused to fight.
btw your "youtube clicky card" has the mutations from last week
but hh is in B
Alarak is easily A tier in my eyes. Easy defense of first wave, cheap/easy to replace detection and P3 Fleet can just Amove around with its 9 range (cause of Havocs).
The only slight downside is Alarak, but you can just leave him in prison at home so that he doesn't accidentally walk into the minefield. Forward Pylons with Overcharge provide enough pushing power for the Fleet.
@@Jedrex899 Seems crazy to put artanis in a and alarak in b. Yeah, artanis is good for this one, but I don't think he is necessarily better than alarak overall
I used HH P1 and cleared the map, solid A
Lol someone needs to buff Raynor man
All they need to do is bring back double mules for him. He would immediately stop being the bottom feeder. Unfortunately for us there is pretty much no chance of that ever happening...
@@Jedrex899 He would still have great issues in early or super late game. Economic mutators would still gut him at all times.
@@zachariastsampasidis8880 only Slim Pickings tbh, all others he could easily overcome with mules.
Ranking feels a bit odd, wanted to disagree more than usual... Did the mutation facing Robo. Cloaked Reaver+Immortal was not fun.
Mengsk is Stier already have proven it on brutal
Raynor is easily SS tier! He doesn't need detection, just send marines over the mines, use marines to body block the attack waves! Raynor best boy ❤
pretty easy mutation, finally lvld my fenix, god i hate p2 and p3 are garbage, p2 needs lvl 15 for the tactical data, and p3 need lvl 11, to use the avening, what a joke, atelast p1 can be use at lvl 1
don't use P2/3 to level, just use P0 for that... P2 is for lvl 15 only anyway...
P2 is good, you just can't all-army. Put all 6 of your champions on a hotkey, optionally with an observer and fenix too. When one champion dies, the next one is automatically added to that hotkey.
P3 is also good but unless you specifically want to get the most out of your angry zealot, it plays a lot like p0 with more macro to keep replacing your army.
I prefer using p1 in random queues. The fenix suit doesn't really do much most of the time anyway, so making it much more powerful when you really need it is just better. The arbiter can still be out as much as you want and will always be available to teleport your army without delay.