#65 Magnetic Attraction – SOLO ALL CLEAR
Mutators: Mag-nificient, Fatal Attraction, We Move Unseen
Not extremely difficult; just super super annoying. Fatal attraction pulls your stuff towards the invisible magmines. Fun stuff. Try not to use units that attack while moving because every time something dies, your units will get pulled. Lack of detection can sometimes be helpful because your units will just target the thrashers and not get pulled.
Keep an eye on the idle worker counter when you clear the mines at your natural. Fatal attraction might cause some workers to stop mining. If your micro is not very good, stop your worker when it’s safe, build stuff/resume mining, then continue clearing mines. Beware of mines behind the minerals.
vs P/T: You can use a worker to trigger the mag-mines near the first thrasher by walking along the edges of the area (see Abathur, HH, Karax p3). Against T, a tank (from the southeast) might shoot you, so move north as soon as you get hit once. Against zerg, the roaches/hydras will shoot you, so you won’t be able to safely clear the mines with workers. If you see creep in the beginning, don’t do this.
We Move Unseen means that you need to rush detection. Some commanders need to get a turret, which means delaying your tech/expo.
Mag-mines means that your pacing will be much slower than usual if you attack from the middle, so consider using air units to attack thrashers from the back. After the third set of thrashers, you can go around the bonus and attack the last set from the back. The defenses are much weaker there. Note that the thrashers produce a strong pull when they die, so use a sacrificial unit to deal the last bit of damage.
vs Z: The anti-air at the second and third sets (and the back two thrashers in the fourth set) is weak. Beware of vipers, though.
Due to fatal attraction + we move unseen, keep observer(s) sieged outside your base, or make a few turrets/static D to make sure that you don’t lose your detection during the fight.
Successes [and key points]
Raynor (p3) [Commentary] Starcraft 2 Co-op Mutation #65: Magnetic Pull - Raynor Solo (p3) [=Brutal+3] - YouTube [Hyperion clears spores, mines, and overseers. Banshees kill thrashers safely]
Kerrigan (p0) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Kerrigan Solo (p0) [=Brutal+3] - YouTube [Lots of omega wurms. Add ultras later]
Artanis (p0) [Commentary] Starcraft 2 Co-op Mutation #65: Magnetic Pull - Artanis Solo (p0) [=Brutal+3] - YouTube [Tempests; attack from the back of the 4th set]
Swann (p2) [Commentary] Starcraft 2 Co-op Mutation #65: Magnetic Pull - Swann Solo (p2) [=Brutal+3] - YouTube [Calldowns clear enemies near thrashers (max concentrated beam mastery), factories give vision for laser to kill thrashers]
Zagara (p1) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Zagara Solo (p1) [=Brutal+3] - YouTube [Overlords clear mines, then scourge bomb the thrashers]
Vorazun (p3) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Vorazun Solo (p3) [=Brutal+3] - YouTube [Time stop, oracle + shadow guards snipe thrashers. Make sure to target fire the thrashers]
Karax (p2) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Karax Solo (p2) [=Brutal+3] - YouTube [Mirages and sentinels. Repair beam + extra lives + unity barrier = easy]
Karax (p3) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Karax Solo (p3) [=Brutal+3] - YouTube [Observers and SoA. Prioritize energy upgrades and tech, then get the forge upgrades. Don’t use orbital strikes for defense. Even easier than p2]
Abathur (p2) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Abathur Solo (p2) [=Brutal+3] - YouTube [all swarm hosts; once you clear enough enemies in the front, just target fire the thrashers]
Alarak (p3) [Commentary] Starcraft 2 Co-op Mutation #65: Magnetic Pull - Alarak Solo (p3) [=Brutal+3] - YouTube [mothership and warp prism do most of the work; awesome sniping spot for the last set of thrashers]
Nova (p1) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Nova Solo (p1) [=Brutal+3] - YouTube [clear mines with raven turrets and nova, kill thrashers with liberators]
Stukov (p3) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Stukov Solo (p3) [=Brutal+3] - YouTube [add tanks to help with clearing enemy bases]
Fenix (p2) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Fenix Solo (p2) [=Brutal+3] - YouTube [air champs clear thrashers, others defend; all-in on the last set of thrashers]
Dehaka (p1) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Dehaka Solo (p1) [=Brutal+3] - YouTube [creeper/swarm hosts]
HH (p2) [Commentary] Starcraft 2 Co-op Mutation #65: Magnetic Pull - Han and Horner Solo (p2) [=Brutal+3] - YouTube [clear mines and anti-air with air strikes; kill thrashers with wraiths; call in the fleet does extra damage to thrashers if you don’t have detection]
Tychus (p1) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Tychus Solo (p1) [=Brutal+3] - YouTube [Vega opening; MC enemies and use them to clear mines]
Zeratul (p3) [No Mining] Starcraft 2 Co-op Mutation #65: Magnetic Pull - Zeratul Solo (p3) [=Brutal+3] - YouTube [no mining, which means no obs]
Zeratul (p1) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Zeratul Solo (p1) [=Brutal+3] - YouTube [Deploy void seeker, project cannons, use Serdath legion to steal units]
Stetmann (p2) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Stetmann Solo (p2) [=Brutal+3] - YouTube [lings can take many shots]
Mengsk (p3) Starcraft 2 Co-op Mutation #65: Magnetic Pull - Mengsk Solo (p3) [=Brutal+3] - YouTube [ESOs]
Easiest: Mengsk (Karax p2 or p3 if you don’t want to ESO cheese)
Best against random AI: Mengsk
Least effort: Mengsk
Proudest: Alarak (found an awesome sniping spot), Raynor (first ever solo?), Zeratul p3 (fair and balanced)
Questions about any of these runs are welcome.