In that’s case, you’re good either way.
Yeah, Zeratul P2 (or P3 for that matter) going cannon rush is crazy good with Karax P1.
Thanks for all of your suggestions, I think I have what I was looking for and will try out the mentioned options!
As a Fenix main I love getting paired with a Karax! Fenix strong early covers Karax slow ramp, and repair beam / energizers help Fenix a lot. Also Fenix conservators (a good Fenix will make use of conservators) + repair beam + karax unit health means his units just don’t die.
For some accidental Unit synergy, a karax with p1/p2 or leveling p0 can do a fair with with a zeratul / Cannontul. Zeratul tend to make a lot of cannons as mineral dumps while also being able to restore shields, Karax tends to lack a way to repair shields but can repair beam and use Zeratul’s shieldguards with p0/p2. Meanwhile with P1 karax Cannontul can warp in a bunch of Cannons anywhere and if the karax Chrono waves a fair amount, the 500% speed cannons with a few aoe monolinths can just completely wreck and destroy a lot of stuff and things. Probably not worth deliberately aiming for, but if you’re playing coop with a friend or in random que you could have fun with it.
Oh and then for just destroying and obliterating everything on the map, a Tychus + Dehaka + Abathur all tend to be able to just destroy anything. Just pick any 2 and Dehaka + Tychus can be the fast early game, and Abathur can get outrageously overfed with the healing from a Rattlesnake (Pro tip: Stand in the green circles Tychus makes, they heal any unit to full hp over 20 seconds). I think a Tychus + Abathur pairing is the one pair that any half decent Abathur with a half decent Tychus should get a super army with. (esp if you help ally with early baits, or top them off on hp time to time. They’re already super powerful on their own sure… But just try to keep up with a teleporting every 10 second abathur with healing support. If you’re doing a good job a fully fed Abathur with full healing from revitalizers and vipers super snowballs to some ridicolous portions and can spawncamp every spot on the map before you can even make your way over there.
I think two of the most fun synergies with P1 Karax are:
Zeratul monoliths and Mengsks Earth splitters.
You can speed both up with energizers and chronoing 3-4 tesserac monoliths will just pause the game. For a big Boom use chrono wave with a decent number of ESO at map objective like a train, sliver, shard… it is hilarious.
Give it a try in tomorrow’s mutation Mengsk-Karax on SoA. Ezpz in a fun way
To answer the OP’s title: Best partner is always the one who knows what they are doing regardless of what commander they play.
well, of course, but synergies are more fun than just cobbling together two well played commanders imho
I’m just here to say HH is awesome, and pairs very nicely with Karax. HH has extremely high map presence, fast units, and one of the most damaging armies in co op. They can also clear most objectives without even leaving the base, which is very nice when you have an ally with strong defense.
Biggest weakness is bad sustained defense…which of course Karax would cover easily.
As a bonus, I think HH’s P1 is their best prestige, followed by P2. P3 isn’t worth getting unless you’re a completionist.
All protos units have a great synergy with Karax batteries, which you warp in front of enemy line and than fall back to, thus not losing any units.
Any gas heavy commander with Swann. Very powerful mech army and access to thousands of bonus gas per match (or so I’m told), albeit slow to ramp up.
I find Stukov and Zagara to be one of my favorite combos. I am reminded of the strategy of Zapp Brannigan against the killbots. We just send wave after wave of troops at Amon until he gets tired of killing them, then victory.
Bonus points if you combo these two on a map with infested. Its best to focus your vision on a blank corner of the map and just issue orders in the mini-map.
I also find HH mass reapers and Raynor bio-ball to be a fun and fast combo. I guess what I’m saying is that I want overwhelming numbers of mostly disposable units in my combos more than a handful of super units
I think Swanns P1 is pretty good now, if you aim it at the right unit you can kill an entire wave before it reaches anything. On void launch you can slow the shuttles to a crawl, etc. It’s definitely much better than it was pre-buff.
haha, the zapper!
hh and zag. just killed the shuttles on void launch (on brutal) with scruge clouds big enough to see from space unaided lol. scraps gave me sooooooooooooooo much money, had 7 hatchers going at once and still couldnt spend it all lol.
build wave. watch everything disintagrate. send something to pickup the scraps and start over.
edit:ops! forgot this was a karax themed thread. thought i was posting on a different one.
For Karax P1, I’d say the best commanders are the ones that benefit the most from the chrono buffs:
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Zag P1, with chronoed baneling nest and scourge nest is CRAZY powerful. Tons of free units for pushing. It also synergizes with karax p1 because karax p1 is all about defense and not pushing, which is the opposite of Zag P1. You also don’t lose out from the Karax P1 loss of healing allied mechanical units.
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Mengsk P0/P1, for earthsplitter ordinances. The passive buffs them as well, so you have cannons for defense, and eso’s to kill objectives. It doesn’t work on all maps however, where you need some army. It’s also harder than zag since you’ll have to adapt to air. Chrono wave and energizers (!!!) also work on eso’s.
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Stukov P3, for the passive boosted bunker spawns.
For vanilla karax, any of the above are good but not great. Anything with expensive mechanical to heal and boost with energizers also synergizes well, e.g. Nova’s liberators.
I’m gonna chime in and say Swann P1 seems pretty good now. It allows you to exert much more control over enemies, making them easier to kill and enabling cheeky hit and run strats until you can ball up. Also, and opening I wanna practice for fun, rush some science vessels and drill level 3 then vision around for the drill.
Science vessels are very tanky in a group, even without defensive matrix, then when your army arrives, you got the healers already.
Tychus P2 now that Sirius’s turrets get the lone wolf bonus. They count as defensive structures so you could get 3 extra nexuses on top of the usual 2 and boost them all, along with energizers and mastery for a total of 92% attack speed, 150% damage and 50% damage reduction, and the max mastery repair beam will the turrets for an effective 57 HP/sec
It’s goofy but fun