Co-Op Mutation #373: Onslaught

The infested horde refuse to stay down for good. They emerge from enemy buildings, their own corpses, and even right on top of your army! Destroy the infested structures to cleanse them permanently.

Aggressive Deployment - Additional enemy units are periodically deployed onto the battlefield.
Outbreak - Enemy Infested Terrans spawn continuously around the map.
Void Reanimators - Void Reanimators wander the battlefield, bringing your enemies back to life.

Rating:

Video Replays on Brutal difficulty:

Player 1 Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Ā  Player 2
[CtG Tunneling Horror] Herman Lone Puppy
[CtG Akhundelar] [Twotuuu Arkship Commandant]
[CtG Chief Engineer] KaGe Scourge Queen
[CtG Infiltration Specialist] ģ‡¼ėÆøė”ėØøė‹ˆ Heavy Weapons Specialist

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

Notes:

  • Aggressive Deployment drops extra waves close to your army. If you have no army, it will drop in your base and possibly your mineral line.
  • Outbreak spawns Infested Terrans, Infested Medics, Infested Marines later, and later Aberrations from any enemy building.
  • 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.
  • Infested spawned from mutators do not burn out during the day time.
  • The Command Center float cheese is not advisable due to the lag that can be created by the Void Reanimators continuously reviving fallen units that do not burn out during the day time.

Commander of the Week: Commander of the week [Onslaught] - Online Poll - StrawPoll.com
Mutation difficulty: https://www.youtube.com/post/UgkxIuPQzF5EAMehgJhRA01CcvwEbL6lA677
Do you like this mutation? https://www.youtube.com/post/UgkxNkrbcrzt9BBFKY0UNvtOS8PWrYowppcd

Commander of the Week winner of last week:

Links:
Weekly Mutation Database
Maguroā€™s Mutation List
starcraft2coop.com

2 Likes

The best commander this week is Artanis, because heā€™s the leader of all the Protoss and he has two swords which is better than one. EZ solo because he donā€™t die and has Golden Armada which burns planets.

4 Likes

Mutation overlap 187 this week 2nd

1st clear Nova P3+Mengsk P3

Mutation (Onslaught) play list.

This mutation requires division, one commander must defend, while the other must clear the infested structures both day and night. Recommended commanders:

  • Karax P1
  • Swann P1
  • Zagara P1
  • Artanis P3
  • Raynor P3
  • Alarak P3
  • Vorazun P1
  • Abathur P1
  • Stukov P1

How can you miss the best defender for this map which is kerrigan. Just get some spine/queen/lurker/free nydus wall for defense and kerrigan herself can go to destroy the buildings even during the night.

#187 Onslaught ā€“ 13/18 SOLO CLEAR

Mutators: Void Reanimators, Outbreak, Aggressive Deployment

A strong defense is important, but donā€™t forget to attack. For offense, use hero units or small air hit squads so that even when AD hits, your units can fly away or take care of the wave.

Special infested can be revived by reanimators.

Itā€™s difficult to make a reanimator zoo on this map, but you can make a pseudo zoo. This is where you ā€œtrapā€ reanimators in place by letting them revive weak infested over and over while your static defense takes care of the reanimated units over and over.

Failures [and why I failed]

Stukov (p1) [got overrun before I could get a critical mass of tanks]

Artanis, Alarak, Fenix, Zagara [didnā€™t attempt]

No cheese [and key points]

Dehaka (p3) https://youtu.be/xUVPwVHjpW0 [defend until thereā€™s enough guardians to help with the offense]

Karax (p3) https://youtu.be/c4JrfE7WZIY [idef while obs get vision for solar lance]

Kerrigan (p1) https://youtu.be/T2IUU6yw4i0 [idef with lurkers; destroy buildings with mutas]

Mengsk (p3) https://youtu.be/vPTja_OhLFc [idef while ESOs destroy buildings]

Nova (p3) https://youtu.be/3-DG-IlPtHk [idef with units while Nova clears the map; use a pair of banshees to take out the domes]

Stetmann (p2) https://youtu.be/8FN7A99cSWE [idef with units while Super Gary clears the map]

Swann (p2) https://youtu.be/AhxB5kXPK0I [idef while top bars clear buildings]

Vorazun (p3) https://youtu.be/pRZqUCJSvuM [void rays snipe detectors]

Zeratul (p2) https://youtu.be/gbCYTGYIekc [cannons]

Cheese [and key points]

Abathur (p2) https://youtu.be/c4vC4czDRSM [zoo]

Tychus (p2) https://youtu.be/RnX-9KREm34 [zoo and float base]

Zeratul (p3) https://youtu.be/NoTpAHQd4ik [no mining, hidden building]

Raynor (p3) https://youtu.be/Xn091u41qe0 [float base]

HH (p1) https://youtu.be/074ArD7rNtI [float base]

Questions about any of these runs are welcome.

3 Likes

kerrigan p1 for once is probably the best. lurkers with p1 are ludicrous

fenix p3 is probably decent for once, if you split the type of shells per entrance, but I dont think he is suited for defense in general, especially against protracted sieges and with multiple fronts. he is probably a decent one as p2 or p3 to attack at night IF you have a truly great defender commander as ally (karax/nova/mengskp3/swann)

For commanders that are not especially great at defense, you can build cheap buildings (pylon/gateway) to funnel the entrances and have ranged units/towers behind them, and guard the choke with AoE attackers (reaver/colossi) constantly firing at the choke. Keep the pathing clear so that enemy units will try to bypass your wall and move towards the death zone.

sure, but problem is artanis in particular has rather mediocre aoe, and his base defense in general has nothing really going for him. scarabs overkill and fire slowly and also run out of ammo and while storm is nice, I would argue that something like jacked up siege tanks by stukov/swann or disruptors by fenix are better
also note that all artanis options are rather delayed and require multiple upgrades and heavy gas investment.
at least p3 has archons and allows you to shield structures and cannons semi reliably

I did this mutation as P2 Swann with a P3 Zeratul ally. I held defense while my ally cleared structures. It was easy

Cleared it as Swann P1. The laser drill was actually good at holding off the waves. The annoying thing here was vision as the reanimators knew to just keep outside of my vision range to res stuff. Anyway off to play Diablo 4. Byeeee

Does the reanimator revive Stank?

With energy/CD mastery the reavers produces scrabs very fast. Not faster than their fire rate but close.

Won first try random queue Artanis P0, had swan ally it kinda worked. I played somewhat bad but ally was good enough we killed roughly the same number of enemies (1600+ each) although he destroyed 4 times more infested buildings with his wraiths. I should have built way more cannons.

Buildings to make a funnel, cannons behind the buildings, dragoon with shield upgrades to tank near the choke, a few reavers to blast stuff, tempest to snipe reanimators and later destroy buildings with their range and disintegrate. Energy regen/CD mastery is must-have.

Yeah Swann P1 is impenetrable. Maybe P2 would be even better. I had a Swann P1 partner and did it easily with a level 12 Fenix. I just leisurely cleared the buildings using slow air during daytime and then got the bonus on the last night. It was vs. Sky Zerg which I think has the most units.

And letā€™s not forget the GOAT of co-op missions Dehaka, he can devour Void Reanimators, Stanks, Chokers, Kaboomers, Spotters, heck even Hunterlings. His P1 and P3 can devour everything and inspires nearby Primal Zerg to deal more damage.

If reanimators are your problem Stetman p1 will allow you to snipe them, ally Karax Monoliths+Baterries

Why p1? I guess you get permanent vision on the map and tp points, which is nice but would rather use p2

I was actually using P2 on a failed attempt. The amount of time the drill slow buys for your turrets to melt the waves before they hit was what made it better overall. Not to mention the sudden drops in the middle of your base and back stabbing your siege tank line also bankrupted me there.

always build some static defense inside the main base as well, or leave back up units like lurkers or tanks to clean up