Co-Op Mutation #327: Temple of Rebirth

Hackers have taken control of the Kel Morian defense systems and have turned them against the miners. The mag mines have been activated, and bombs detonate seemingly everywhere. On top of that, the laser drill has begun targeting the commander’s forces. Help the miners flee so your fleets can bombard the surface from orbit.

Barrier - Enemy units gain a temporary shield upon the first time they take damage.
Just Die! - Enemy units are automatically revived upon death.
Life Leech - Enemy units steal life or shields whenever they do damage.

Rating:

Video Replays on Brutal difficulty:

Player 1                                   Player 2
[CtG Folly of Man] Ancalagon Keeper of Shadows
[CtG Heavy Weapons Specialist] [Twotuuu Wing Commanders]
[CtG Network Administrator] [Nostrebor Best Buddy]
[CtG Dark Prelate] Masters Lone Puppy

[Reddit Post Link]

Notes:

  • Just Die! revives enemies instantaneously. They respawn with full health.
  • The Void Thrashers also revive upon death.
  • A high damage output is important to make sure life leech won’t keep the enemy constantly fed on your units.
  • Barrier gives a 100 health shield to units that don’t get killed in 1 hit.

Commander of the Week: Commander of the week [Temple of Rebirth] - Online Poll - StrawPoll.com
Mutation difficulty: https://www.youtube.com/post/Ugkxp2ZW7rESZCB0JS2j2Kff8TLiEI8evJh-
Do you like this mutation? https://www.youtube.com/post/UgkxnVFgsqh-cwR_oqk5MDfWtY-D0sy4hqOH

Commander of the Week winner of last week:

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

3 Likes

Mutation overlap 141. this week 2nd.

1st clear Mengsk P3+Artanis P3

Mutation (Temple of Rebirth) play list

#141 Temple of Rebirth – 16/18 SOLO CLEAR

Mutators: Just Die!, Barrier, Life Leech

This mutation is even more difficult than Worn Out Welcome. No tricks. Amon’s units are just super buff, so you need to deal lots of damage to take them out.

The final two thrashers deal about 1200 damage, and you’re probably not gonna take them out easily. I suggest leaving them alone. Build lots of extra buildings for the last few waves and hope that they’re enough to survive until the end.

Failures [and why I failed]

HH [didn’t try because I couldn’t even beat Worn Out Welcome]

Raynor (p0, p1) [kept dying around the 10 min wave]

Successes [and key points]

Abathur (p2) #141: Temple of Rebirth - Abathur Solo (p2) [Starcraft 2 Co-op Mutation] - YouTube [early toxic nest spawn camp vs protoss; harder vs terran/zerg]

Alarak (p3) [Commentary] #141: Temple of Rebirth - Alarak Solo (p3) [Starcraft 2 Co-op Mutation] - YouTube [cloak wall cheese]

Artanis (p1) #141: Temple of Rebirth - Artanis Solo (p1) [Starcraft 2 Co-op Mutation] - YouTube [storm, run back, repeat]

Dehaka (p2) #141: Temple of Rebirth - Dehaka Solo (p2) [Starcraft 2 Co-op Mutation] - YouTube [guardians vs ground]

Fenix (p2) [Commentary] #141: Temple of Rebirth - Fenix Solo (p2) [Starcraft 2 Co-op Mutation] - YouTube [the usual]

Karax (p1) #141: Temple of Rebirth - Karax Solo (p1) [Starcraft 2 Co-op Mutation] - YouTube [camp the temple; save chrono boost for the hybrid waves 6, 10, 18, 23]

Kerrigan (p1) #141: Temple of Rebirth - Kerrigan Solo (p1) [Starcraft 2 Co-op Mutation] - YouTube [p1 lurkers vs classic terran is great]

Mengsk (p3) #141: Temple of Rebirth - Mengsk Solo (p3) [Starcraft 2 Co-op Mutation] - YouTube [lots of bunkers]

Nova (p1) #141: Temple of Rebirth - Nova Solo (p1) [Starcraft 2 Co-op Mutation] - YouTube [the usual]

Stetmann (p2) #141: Temple of Rebirth - Stetmann Solo (p2) [Starcraft 2 Co-op Mutation] - YouTube [the usual]

Stukov (p1) #141: Temple of Rebirth - Stukov Solo (p1) [Starcraft 2 Co-op Mutation] - YouTube [a few dbacks, and then mass tanks]

Swann (p2) #141: Temple of Rebirth - Swann Solo (p2) [Starcraft 2 Co-op Mutation] - YouTube [turrets]

Tychus (p2) #141: Temple of Rebirth - Tychus Solo (p2) [Starcraft 2 Co-op Mutation] - YouTube [the usual]

Vorazun (p3) #141: Temple of Rebirth - Vorazun Solo (p3) [Starcraft 2 Co-op Mutation] - YouTube [cloak wall, snipe detectors]

Zagara (p3) [Commentary] #141: Temple of Rebirth - Zagara Solo (p3) [Starcraft 2 Co-op Mutation] - YouTube [good bile launcher usage is required; zagara can soften the waves in advance]

Zeratul (p0) #141: Temple of Rebirth - Zeratul Solo (p0) [Starcraft 2 Co-op Mutation] - YouTube [immortal sentry vs air]

Least stressful: Karax

Not recommended: Raynor, HH, Artanis

Easiest against random AI: Stetmann

Questions about any of these runs are welcome.

4 Likes

Haha, :heart: Swann P2 :heart: goes BRRRRR :kiss: :peach: :eggplant:

The opening paragraph for this thread is from last week’s mutation. :slightly_smiling_face:

2 Likes

I thought I could keep this up as Mengsk P2. The answer was No.

On my 2nd match, I got a P3 Stukov ally. Played Mengsk again, but same thing, couldn’t mow through the units fast enough.

So, after that, it was time for my good ol’ reliable Alarak P3. Luckily I got the same Stukov again, and the match was a breeze compared to the other one. Well, instead of the Terran Marine/Medic/Tank comp, we got Skytoss Arbiter comp, guess that kinda helped, too. The early units like Zealots were no match for the Mothership and Alarak.

Had like ten powered-up Ascendants in the end, few Wrathwalkers, Slayers, Destroyers and just a lot of Supplicants to feed to Alarak and Ascendants. It worked out pretty well, had to be on my toes the whole time as well. Very satisfying, once more. Just proves once more why Alarak is my favorite.

Still kind of sad that Mengsk (with sieged tanks) couldn’t keep up at all. Watched TwoTuuus’s video, he got a swarmy comp where Flamethrowers could really shine. I got Protoss starting with Adepts, then Immortals who just ripped through upgraded bunkers and leeched themselves up via their bonus damage, rendering my tanks almost useless… And I still don’t know how the Marines and Medics stayed alive so long versus 2-3 tanks in the second match. Oh well…

Artanis with Guardian Shell passive: Two can play that game.

Tanks are in a bit of a weird place for Mengsk especially as P2. Against bio ground I think you would have had a better time building Aegis Guard and Emperor’s Shadows with 1x Blackhammer for aura and 1-2 Prides for aura and 4th lane wiping.

After that you could fill in with ESOs and/or Ghost Academies (rapid fire nuke dropping is pretty sweet).

Complete as Alarak (P3) + Karax (P2). Karax was mostly a non-factor the whole game, so I had a lot of leg work to do.

As part of my continuing quest to fully prestige level all my off-commanders, I went into this one as P0 Dehaka (using the prestige trick). I was expecting trouble, but dang.

My ally was the same person for all attempts, which was 5. They attempted several commanders throughout the runs. They went Nova x2, Alarak, Mengsk and Stetmann.

The first attempt actually started out great, but it was an air comp that started out with with massive amounts of zerglings. They became overwhelming before I was able to get into the air. The loss blew the prestige trick so I was now lvl 2… no upgrades.

As for games 2, 3 and 4, they were again ALL air comps, over and over. Thus, at levels 2-4ish my Dehaka was so ineffective. But we soldiered on.

The last game we finally got a ground comp. My ally was P2 Stetmann. What I remember is they covered the whole field with stetalites, mainly for the healing. They also primarily went mass zerglings, into broodlords. Still severely underleveled, I cranked out hydras then ultras to help tank. Compared to all the previous runs, this one actually went well. We didn’t have much of a problem. Even got all the bonuses.

Did this one with Tychus P2 with Zagara P1 ally vs maybe the hardest comp this week: Terran Dominion Battlegroup (maybe?).

We had almost even kills and went smoothly. All bonuses.