Co-Op Mutation #432: Dark Ritual

Amon has siphoned the temple’s energy in order to grant his minions incredible power. Brimming with psionic potential, his supercharged armies sprint across the battlefield and channel their wrath into myriad abilities. Withstand the onslaught until the temple is secure once more.

Power Overwhelming - All enemy units have energy and use random abilities.
Speed Freaks - Enemy units have double their normal movement speed.

Rating:

Video Replays on Brutal difficulty:

Player 1 Player 2
[CtG 33x40 Dominion Ghost] Galle 33x40 Highlord of the Tal’darim
[CtG 33x40 Purifier Executor] Galle 33x40 Swarm Broodmother
[CtG 33x40 Primal Pack Leader] Galle 33x40 Chief Engineer
[CtG 33x40 Queen of Blades] Arcturus 33x40 Merchant of Death

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

Notes:

  • Abilities used by the enemy include Abduct, Black Hole, Defensive Matrix, Disabling Cloud, Disruption Web, Force Field, Fungal Growth, Guardian Shield, Graviton Beam, [Hybrid Structure Disable Thing], Irradiate, Parasitic Bomb, Point Defense Drone, Psionic Orb, Psionic Storm, Seeker Missile, Snipe, Time Warp.
  • Temple of the Past spawn timings: https://i.imgur.com/NgekuG8.png
  • Most difficult comp is probably Zerglings/Banelings/Scourge, just for the sheer number of units, plus the Scourge deal enormous damage to the Temple when they rush it.
  • There is no means to determine what spells each enemy unit has until they actually use it. They do not use spells on the rocks either.
  • As is usual with Temple of the Past, the most difficult waves are the first Hybrid ones, since that is when your defences are least prepared. Coordinate with your ally to alternate calldowns as you power up your economy and production.
  • With the absence of weather effects, this one is actually more fun than annoying!
  • Although the enemy does not target-fire Artosis Pylons, they will sometimes cast disabling spells on them.

Commander of the Week: https://www.strawpoll.me/42506915
Mutation difficulty: https://www.strawpoll.me/42506916
Do you like this mutation? https://www.strawpoll.me/42506917

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

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Mutation overlap 14, 83, 249. this week 4th. 433

1st clear Tychus P2+Fenix P1

Mutation (Dark Ritual) play list

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This mutation requires strong defenses and heroic units, random abilities are a big pain and speed freaks may overwhelm your base quickly. So you have to react quickly and hold as long as possible. Recommended commanders:

  • Karax P1
  • Tychus P3
  • Zeratul P2
  • Kerrigan P3
  • Alarak P3
  • Nova P1
  • HH P1
  • Stukov P1

And here’s a clip: Dark Ritual with Karax and Tychus

#14 Dark Ritual – SOLO ALL CLEAR

Mutators: Speed Freaks, Power Overwhelming

https://youtu.be/80vhuzpcYIM (easy solo – Stetmann p2)

Power overwhelming means using static defense is preferable to using an army. Fortunately, this is a defense mission, so you can just build a lot of it on the high ground.

Speed Freaks means you need to push forward to attack one side while stalling the other side with structures, OR you have to split your army to take care of both sides.

For duos: Karax/Swann and Tychus/Dehaka/Stetmann

For solo queue: Tychus, Dehaka, Stetmann

Successes [and key points]

https://www.youtube.com/playlist?list=PL3FSCru5EHIjGYQ8yuuu1PjWRXhPemn76 (playlist with all commanders)

Multi Mutation

https://youtu.be/HlO7851IKo8 (Fenix p2)

https://youtu.be/SoZm9pE5BFc (Swann p2)

Questions about any of these runs are welcome. Runs will be uploaded throughout the week. All members get early access to videos.

Went with Karax P1 on this one with a random P3 Zagara. Wasn’t too hard. I did waste a lot of gas early game since I didn’t move my energizers all the way back and they got sniped by the random abilities. Rushing to form a cannon line early and on all entrances was the key since speedfreaks don’t matter if they just hit themselves on an impenetrable defense. Once I was satisfied with my defense, I just pumped out some carriers in the late game just in time to handle the last thrashers and attack waves, and maybe short 2-3 carriers due to the energizers lost earlier. Again using the right commander for the mutator will make this easy.