The rogue AI has activated an experimental force fields, repelling either positively or negatively charged ions. The protocol also activated reanimators that repair fallen defenders. Thus you and your ally will need to coordinate an attack of differing charges to neutralize all the defenders, and respond quickly to defend Aurana’s transport.
Polarity - Each enemy unit is immune to either your units or your ally’s units.
Void Reanimators - Void Reanimators wander the battlefield, bringing your enemies back to life.
Video Replays on Brutal difficulty [straight up]:
Player 1 | Player 2 |
---|---|
[CtG(Swann)] | Neometal(Fenix) |
[CtG(Stukov)] | Neometal(Zagara) |
[CtG(Stetmann)] | [Hunter(Vorazun)] |
[CtG(Tychus)] | [Hunter(Kerrigan)] |
Void Reanimator Prison Cheese:
This is a strategy designed to trap the Void Reanimators in a safe spot, thus preventing them from reviving enemies. It makes use of the following patterns:
-
There are at most 4 Void Reanimators that can be active at any given time.
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The Reanimators’ will try to use the shortest route possible to reach their targets. This means they will not be inclined to go around a short wall.
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The Reanimators’ pathing AI will mess up around a small gap in a wall if you hold position a worker there.
To perform this cheese:
- Kill a single unit on the map. The reanimator will spawn, and revive the unit you killed.
- Construct a wall bridging player 1’s top geyser and Aurana’s terminal, leaving a small gap for a worker to fit through.
- The unit will now attack your base. Draw this unit to the back of your base, and kill it in a spot where the wall you made is exactly in between the ramp and the kill spot.
- Put a worker in the gap and set it on hold position.
- Draw the first attack wave to the kill spot and destroy them there.
- Wait for four [depending on your difficulty setting] Void Reanimators to get stuck on the wall, trying to path to the back of your base.
- Once there are 4 on the wall, seal them in.
- Ensure that these reanimators stay alive for the rest of the game. If they die, they will respawn outside the prison, and the whole thing would be pointless. Your production rally must not path through the Reanimators.
Video Replays on Brutal difficulty [Void Reanimator Prison]:
Player 1 | Player 2 |
---|---|
[CtG(Alarak)] | [Spohky(Artanis)] |
[CtG(Dehaka)] | [Spohky(Abathur)] |
[CtG(Raynor)] | [Spohky(Fenix)] |
[CtG(Zeratul)] | [Hunter(Han and Horner)] |
[CtG(Nova)] | [Spohky(Karax)] |
Other Notes:
- [Suppresion tower spawn points]
- Half of every single attack wave and every base is immune to your or your ally. This means you cannot split between separate attack waves; both need to attack the same location simultaneously.
- A great way to figure out which units are yours before engaging is to mouse over the enemy unit:
- A [Void Reanimator] is a ground unit that walks around the map and instantly revives a single random unit every few seconds.
- The Void Reanimator has 200HP and 200 shields, runs around without any minimap indicator, and cares not whether you killed an enemy a minute or an hour ago. He will revive it.
- If at any point in the game, you get a seemingly endless stream of enemies, try searching up their attack path. There are probably 2-3 Void Reanimators there.
- Immobilization Wave, Time Stop, and other movement/attack restricting spells still work on enemy units immune to you, but they deal 0 damage.
- You can manually target the enemy units immune to you, but it will do 0 damage.
Commander of the Week: https://www.strawpoll.me/18283270
Mutation difficulty: https://www.strawpoll.me/18283271
Do you like this mutation? https://www.strawpoll.me/18283272
Commander of the Week winner of last week:
Links:
Weekly Mutation Database
Maguro’s Mutation List
starcraft2coop.com
/r/starcraft2coop