Co-Op Mutation #449: Shir Chaos

Amon’s minions rush forward to support their champion, and not even death can stop them. When they fall, more rise to take their place, further bolstering their champion’s strength. Match their Zeal and push back the surging tide.

Outbreak - Enemy Infested Terrans spawn continuously around the map.
Speed Freaks - Enemy units have double their normal movement speed.
Just Die! - Enemy units are automatically revived upon death.

Rating:

Video Replays on Brutal difficulty:

Player 1 Player 2
[CtG 33x40 Frightful Fleshwelder] [Ancalagon 33x40Solarite Celestial]
[CtG 33x40 Galactic Gunrunners] [Spohky 33x40Lone Puppy]
[CtG 33x40 Keeper of Shadows] Piky 33x40 Devouring One
[CtG 33x40 Best Buddy] 슈팅매냐 33x40 Desolate Queen

[Reddit Post Link]

Notes:

  • If you push Ji’Nara far enough to get the first hybrid before 7:00, you will not get the giant attack wave that usually spawns at that time. Teams can use this strategy if they are more confident fighting hybrids than they are fighting the second wave. The worst case scenario is spawning the hybrid at exactly 7:00, which will mean you need to fight the wave and the hybrid, though some commanders with big top bars like Artanis’ solar bombardment, Arcturus’ Nuclear Annihilation, and Dehaka’s Glevig+Murvar might be OK with this if they can catch the wave on top of the hybrids and kill both.
  • Just Die! revives enemies instantaneously. They respawn with full health.
  • The Hybrids and Infested also revive from Just Die!
  • Outbreak spawns Infested Terrans, then Infested Marines later, and Aberrations from any enemy building.
  • Aberrations spawn starting 20 minutes. These are very tough to hold continuously because they revive upon death.
  • The first set of Infested Terrans arrive around 2:30 into the game.
  • Remember that all the waves will arrive faster because of Speed Freaks, but they will not spawn earlier.
  • Time Stop delays Hybrid spawns by 20 seconds, which is a huge deal if you keep using it as it goes off cooldown.
  • Using Time Stop just before the last set of Hybrids spawn will prevent them from supporting Amon’s Champion, therefore skipping that part of the mission.

Commander of the Week: Commander of the week [Shir Chaos] - Online Poll - StrawPoll.com
Mutation difficulty: https://www.youtube.com/channel/UCUE03WFZfPAz00OE5kIixYw/community?lb=Ugx0n2Lbe3Jao5iQrid4AaABCQ
Do you like this mutation? https://www.youtube.com/channel/UCUE03WFZfPAz00OE5kIixYw/community?lb=UgxnpY-b4rWFJPRmOXx4AaABCQ

Commander of the Week winner of last week:

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

2 Likes

Mutation overlap 30, 99, 265 . this week 4th. 449.

1st clear Artanis P3+Karax P3

Mutation (Shir Chaos) play list

This mutation is the most challenging, heroic units can take the heat, while defenses keep the enemy at bay and push Amon’s champion back where he starts. Recommended commanders:

  • Swann P1
  • Tychus P2
  • Alarak P3
  • Nova P1
  • Zagara P1
  • Stukov P1
  • Karax P3
  • Artanis P3
  • Stetmann P1

It took 5th try to beat this! Karax P3 a few times had no luck. Then a bit on Swann P2. Finally, we got…

Swann P2 + Tychus vs. Marine, tank, BC — WIN
So I choose a tower and defense oriented Commander and did that full time, lending any call down abilities to help out my ally every now and then, while my ally just pushed. Plus, on this map/Mission, they send in very tough waves early on that would be reserved for later in the game on other maps!

Ally was aggressive and even got both bonuses!

I tried Karax P1 a bunch of times. Figured the defense would be very helpful, but the problem is that it becomes entirely on my ally to push hybrids which is an issue given the time limit and just die. Defense alone is not sufficient here unless you have a really good teammate that can push.

Zagara P2 seems really good here though. It may not seem like it, but Zagara p2 can defend good and push very well. Abberations are cheap, spawn quick, do lots of damage, are pretty fast and take up less space then ultras do. And you can get a bunch of them out quick. Combine them with Zagara and her abilities and she is very powerful here. Abberations can tank incoming infested quite well. And since zagara can build two drones at once getting spines up quickly and efficiently is doable. And importantly Zagara P2 can do every job needed in this.

Wow this one is tough. Those aberrrations just wipe me out. Need to go fast!

1 Like

#30 Shir Chaos – 16/18 SOLO CLEAR

Mutators: Just Die, Speed Freaks, Outbreak

https://youtu.be/PufqVVg8kqk (advice)

https://youtube.com/shorts/UJYISm3n6Yc?feature=share (shorts)

https://youtu.be/alDEMsHR67U (easy solo - Stukov p3)

One of the hardest mutations without void rifts, heroes from the storm, and props.

Your best bet is to have one player on offense and one on defense. The offense player should be really good at clearing.

Enemy comp matters a lot because of Just Die. Also, Terran is harder overall because of the center encampment.

For duos: Karax or Swann and someone on offense

For solo queue: Stetmann, Tychus, Dehaka, Zeratul

Failures [and why I failed]

Artanis [did not attempt]

Raynor (p0) [couldn’t full clear by 20 minutes, got rekt; might try again later]

Successes [and key points]

https://www.youtube.com/playlist?list=PL3FSCru5EHIguWVpMqzWSqDmFCxPoAsbO (playlist with most commanders)

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

Nice people in my discord can help you with the mutation: https:// discord.gg/WerduSFQQK

1 Like

Talk of the town is Zagara P2 is good to pair with Bile Launchers. They take some micro, but do pack a wallop, and can be used against air! They take up gas, but it’s not as crucial on P2 (since your units tend to last longer). And they’re also a supply dump

2 Likes

the big attack wave is so annoying it keeps splitting and dodging my solar bombard

the easiest comp i beat it with was karax p3 and swann p2 carriers and wraith and static spam against immortal colossus comp

Karax P1 + Swann P2 — WIN
I thought we’d be doomed with 2 defense COs/prestiges, but we pulled through! However, it took us 32 minutes, and we skipped the bonus.

Ally used drill abilities and Warbots to push and for “emergency oomph”. I did similar with SoA lasers and Zealots.

We basically built a network of towers going forward, up until the midway point.

When it came time to deal with the hybrids at the top/north, I built a few forward monoliths and used Zealots to lure them within range of them. SoA as necessary to pile on damage.

Ally cleared the bottom left and spawn camped with towers. When the hybrid group spawned, I hit Chrono Wave to jack up their rate of fire (it was glorious!)

For the final hybrid group, we didn’t set up any towers to deal with them. I tried to build forward towers, but it didn’t work out. You could build Monoliths at the bottom of the ramp to deal some extra damage, but it wasn’t as crucial since we had a decent mass of units by then. I had 7 Carriers + Sentinels + Energizers, while my ally had a whole group of Wraiths. That last one was a bit scary b/c if you can’t kill them fast enough, you will lose!

1 Like