Co-Op Mutation #321: Rise from Ashes

The energies from the Void Slivers are making the ground unstable. Lava has begun erupting all around, and your enemies overload and explode upon death. Amon’s agents, mocking the frailty of his minions, reanimate their corpses only to march toward your base and explode. Destroy the Void Slivers to put the situation back under control.

Self Destruction - Enemy units explode and deal damage to friendly player units upon death.
Lava Burst - Lava periodically burst from the ground at random locations and deals damage to player air and ground units.
Void Reanimators - Void Reanimators wander the battlefield, bringing your enemies back to life.

Rating:

Video Replays on Brutal difficulty:

Player 1                                   Player 2
[CtG Heavy Weapons Specialist] Dehakaburger Solarite Celestial
[CtG Primal Pack Leader] [Baumanmarketing Lone Puppy]
[CtG Keeper of Shadows] [Nostrebor Best Buddy]
[CtG Merchant of Death] Kerigyt Akhundelar

[ [Reddit Post Link]](Will add later)

Notes:

  • 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.
  • Lava Bursts hit air units, like in Vermillion Problem.
  • The Lava Bursts appear all around your expansion, but not in the mineral line. It is probably wise to build your expansion on-location.
  • Units that get killed leave a small red circle where self-destruction explodes after two seconds.
  • The number of circles depends on the supply count of the unit killed.
  • Void Reanimators spawn from enemy buildings. Once all enemy buildings are cleared, the reanimators will stop spawning.

Commander of the Week: Commander of the week [Rise from Ashes] - Online Poll - StrawPoll.com
Mutation difficulty: https://www.youtube.com/post/UgkxSZPCEqJMm8m2gg-CdudFoMo4avQUkHp-
Do you like this mutation? https://www.youtube.com/post/Ugkxunex-Qc6QFYbTdTO_bLW4p_7ExLcPFmV

Commander of the Week winner of last week:

Links:
Weekly Mutation Database
Maguro’s Mutation List
starcraft2coop.com

3 Likes

Mutation overlap 135. this week 2nd.

1st clear Mengsk P3+Artanis

Mutation (Rise From Ashes) play list

1 Like

Sounds like a snipe job for Artanis / Mengsk.

2 Likes

Hmm…Tough call. I might go Abathur on this one and have some swarm hosts defending base while I have an army go forth and take out the shards.

If I were to go Zagara, it would be P2 to have a hearty army that can handle the DOT. However, I think she would be overwhelmed in terms of the void reanimators.

Sounds like the :heart: Artanis + Swann :heart: should be nice for cheesing. Sneak an observer and use solar bombardment and drill to cheese void shards. :heart: Artanis + Karax P3 :heart: can also be very nice :thinking: :thinking: :thinking:

Had to cheese with Zagara since Abathur just wasn’t cutting it for me. Had the timer up to 14 minutes when down to the last shard.

Cheesed with P3 Nova and Swann’s laser. No expansions.

I think Karax and Swann would be a good combo as well if you don’t want to cheese. Vison, spear and double-rep should make it cake walk. If you want to go Drill slow thing, it might even help with wave explosions.

As foretold, completed this as a P3 Mengsk with a P3 Stukov ally. Full mastery into top bar, last Sliver survived with 575hp but I fixed that with suicide Troopers. Stukov destroyed the Sliver closest to our base, and I assisted him with Zerg on the expansion one, while Nuke was still on cooldown. Destroyed all the other ones with a good ol’ Dominion style nuke.

Stukov did well with constantly keeping waves and reanimators busy, sometimes also providing a bit more vision downstairs for my bunkers.

Needless to say, we didn’t do the bonus.

Mission was completed in almost 19 minutes.

#135 Rise from Ashes – SOLO ALL CLEAR

Mutators: Void Reanimators, Lava Burst, Self Destruction

Void reanimators are the main issue here. More enemies means more explosions, which could mean that more of your units die. You can put the reanimators in a zoo, but depending on the direction the enemy comes from and the enemy comp, you might only be able to trap 2-3 of them.

If you don’t want to trap the reanimators, make sure you have strong defenses at home to fight off the trickle of enemies. Also, you want to fight as close to your base as possible so the reanimators are within your sight when they revive enemies.

If possible, get as much vision and map presence as possible to be able to quickly deal with reanimators before they overwhelm your base with revived enemies.

No zoo [and key points]

Kerrigan (p3) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Kerrigan Solo (p3) [=Brutal+4] - YouTube [immobilization wave can also clear the entire wave before the hybrids spawn]

Artanis (p3) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Artanis Solo (p3) [=Brutal+4] - YouTube [stay at home and kill reanimators, solar bombardment, repeat]

Swann (p2) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Swann Solo (p2) [=Brutal+4] - YouTube [laser drill the shards while turrets defend at home]

Zagara (p1) [Commentary] Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Zagara Solo (p1) [=Brutal+4] - YouTube [defend home with bile launchers]

Vorazun (p3) [Commentary] Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Vorazun Solo (p3) [=Brutal+4] - YouTube [time stop, snipe shard, repeat]

Karax (p3) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Karax Solo (p3) [=Brutal+4] - YouTube [camp at home and snipe shards with SoA]

Alarak (p3) [Commentary] Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Alarak Solo (p3) [=Brutal+4] - YouTube [Alarak defends the main, mothership defends the expo]

Nova (p1) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Nova Solo (p1) [=Brutal+4] - YouTube [Nova defends, liberators attack]

Dehaka (p3) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Dehaka Solo (p3) [=Brutal+4] - YouTube [one brother at each base to eat reanimators]

Tychus (p2) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Tychus Solo (p2) [=Brutal+4] - YouTube [tychus pushes, the other outlaws play zone defense]

Zeratul (p3) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Zeratul Solo (p3) [=Brutal+4] - YouTube [cannons at home, spin to win on the field]

Stetmann (p2) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Stetmann Solo (p2) [=Brutal+4] - YouTube [the usual]

Mengsk (p3) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Mengsk Solo (p3) [=Brutal+4] - YouTube [kind of reverse clear]

Zoo

Raynor (p3) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Raynor Solo (p3) [=Brutal+4] (Cheese) - YouTube [BCs]

Abathur (p0) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Abathur Solo (p0) [=Brutal+4] (Cheese) - YouTube [Leviathan + mutas]

Abathur (p3) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Abathur Solo (p3) [=Brutal+4] (Cheese) - YouTube [need extra dps for the first and second shards]

Stukov (p3) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Stukov Solo (p3) [=Brutal+4] (Cheese) - YouTube [the usual]

Fenix (p2) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Fenix Solo (p2) [=Brutal+4] (Cheese) - YouTube [the usual]

HH (p2) Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Han and Horner Solo (p2) [=Brutal+4] (Cheese) - YouTube [wraiths (or BCs)]

Zeratul (p3) [No Mining] Starcraft 2 Co-op Mutation #135​: Rise from Ashes - Zeratul Solo (p3) [=B+4] (Cheese) - YouTube [no mining, so the probes had to make a citizen’s arrest]

Least stressful: Artanis

Not recommended: anyone that requires a zoo

Easiest against random AI: Karax

Questions about any of these runs are welcome.

3 Likes

An attrition match for me as I used P3 Stukov. Made the mistake of massing tanks instead of diamond backs almost lost all of them to a lava spout. good thing I was able to uproot in time. The reanimators were definitely a PIA as the rezed units sometimes get into unguarded cracks into your base.

My Abathur partner went Ravagers (which seemed to work pretty well) and just mined all over the place. He did pretty much all the pushing while I just used Swann Wraiths (with a few Science Vessels on follow) to kill reanimators and helped him with DropBots and flying around the shards to kill the specials. It was pretty hectic though, and we tried but failed to get the Bonus. I ended with like 5500/2000 due to lack of macro skills too but we still won with good time.

I did it by using P3 Nova with an Artanis ally.

I didn’t bother to expand. Just used infantry and turrets to defend. Nova went by herself. She can sabotage + nuke 3 of the slivers, but she can’t do it fast enough to kill the other 2.

However, Artanis ally used spear of adun to snipe the slivers when Nova gave him vision… we just entrenched ourselves in our bases while Nova + spear of adun did all the work.

Void Reanimators + (natural) Void Rifts + Annoying bonus + other things = enough for me to stay out this time.
Even if “difficulty” wasn’t an issue, “annoyingness” would definitely be too high.

I think this mutation taxes your “positioning” game. What helps is an ability to micro and move your units to different locations and attack different areas while doing so. It’s good practice if you want to improve your micro.

But fortunately, there appears to be various “cheezes” if you want the xp I guess. :stuck_out_tongue:

Continuing my quest to finish prestiging all commanders, once again I called for help (a carry) with this one.

I was a lvl6 P0 Kerrigan and my ally was a P3 Mengsk. My ally instructed me to use Kerrigan to take out the Reanimators, and otherwise defend our bases as best I could. We never left our starting bases (so no bonuses).

My ally’s strat was:

  1. SW shard - dropped worked for vision, then dropped a bunker to the far left of the shard where there were no defenders.
  2. NW shard - dropped a worker to get vision, then nuked it (topbar)
  3. NE shard - dropped a worker to get vision, then nuked it (topbar)

Then he built about 12 EOs.

  1. SE and S shards, bombarded them.

And all of that while doing some defense of his own, because I was having trouble with the Colossi/hybrid combos with hardly any army.

It was a true carry:

lol

Why dropping a worker when he could have dropped a nuke…err I mean a trooper (the difference is only a few seconds to arm it)

It would be dead and lost vision before he has time to do that and drop the topbar nuke. Plus, the trooper nuke targets a unit and does no damage to the sliver.

Yeah, they were Nuclear Annihilation calldowns. I added that to my post for clarity.

Is it possible to drop a nuke trooper just in range of the shard but outside the range of guards?