Insert any Stukov pro tips here

I mean, really, really, really.

Not sure these are “pro” tips, but tips for sure :stuck_out_tongue:.

  • Expand first whenever you can, know your build order.
  • Don’t be afraid to move Aleksander to other areas to remove air threats.
  • SCVs repairing is less costly than remaking anything it can repair.
  • Give Queens a try, they are great fun.

Not really a pro tip, but I had a Stukov ally as Fenix with a We Move Unseen and Speedfreaks zergling rush, and he infested my single photon cannon tucked away in my little cul de sac of buildings to keep it alive (and still detecting while infested) while my Kaldaris valiantly shredded them to pieces. We were pretty much dead if that cannon died. Team work makes the dream work!

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The only time I remember that he has Queens is when I’m reading forums mentioning their existence. IMO casters are potentially fun but not that good.

It’s a niche play style for sure. But honestly, as far as viability, it works just fine for shorter maps. Nothing like watching the thrasher melt.

These might be really obvious but hopefully there’s something good for someone:

  • You can infest your walking buildings for faster expand. The obvious is early CC at uncontested + infest, but barracks infest to help clear the way to contested expo is another option (P&P).
  • Empty a bunker to lower it’s targetting priority if needed.
  • Unrooted bunkers are units so don’t take high damage from reapers. Infest if needed before unrooting.
  • Mass queen destroys the trains. Fun, but I can’t imagine also being able to clear the map.
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Doesn’t work against all comp if you’re solo’ing, but with an ally that can pull his/her own weight, it works on all. And even then, it takes a lot of energy management and fungals… :joy:

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You can fast expand on maps with rocks by going 17 CC before barracks next to rocks, it times well with Infest Structure being ready to clear main rock.
Build the CC next to main rock, but angled as far away from gas rocks as you can, to limit how much the broodlings go off target.
Then lift up the CC once finished, to give broodlings more space, Infest the CC and then continually box select all the broodlings and right click main rock to concentrate their dps. If you don’t box select a bunch of times to retarget, one Infest Structure probably isn’t enough to clear the rock.

On larger maps, waiting for Creep to spread is a bummer. You can use Overlords to spread creep at least if you’d want to make a crude network of creep, or root buildings in faraway areas.

Have 2 to 4 Barracks on hand to get a swell of Infested Marines. Yes, they cost 25/0/1 each, but later in the game, you float minerals, and this is QUITE strong. Early on, this can really help out in a tough spot, but use it more conservatively since the mins are handy for expanding, making other units, teching up, etc.

For basic detection and/or anti-air at stationary spots, just make Missile Turrets. As nice as Bunkers are, they only cost 100/0/0 and have a 2x2 footprint, whereas Bunkers cost 400/0/4 and have a 3x3 footprint

If you’re going to make a lot of Bunkers, be sure to get both upgrades (regen x2 as fast when rooted, and +3 armor)

You can uproot, move, and re-root all of his buildings, including the ICC (Infested Civilian Compound, not to be confused with Infested Command Center). Handy to relocate his towers for defense at key spots (e.g. Miner Excavation, Mist Opps, or expansion sites), expanding (make CC first, then walk them over when rocks/guards are clear), and his buildings that make infested walkers (ICC, Rax), since they’re on timers

Keep up with ICC macro by sending them to bases. They can sometimes whittle down bases on their own, but more cases than not, help is needed (e.g. your ally is already ready to attack, using your CDs (Calldowns) like Infest Structure or Apocalisk). Especially nice for important, ranged units you’d like to shield (like Nova’s units), or “glass cannons” (e.g. Mengsk’s Troopers, or Raynor’s Marines)

Infested Diamondbacks are quite a joy to use, and effective too! Have your infested walkers soak up damage from them while the Db’s hang back safely and pile on damage from afar. Db’s have limited AA capability via their Ensnare spell, but note that these will NOT work on shuttles from Void Launch! They have a hidden, “unstoppable” tag that makes them immune to this!

Use Infest Structure as needed. Use on your own, or ally’s buildings if they need to be healed and/or use the Broodlings as distraction from them taking damage. Use on enemy structures in the same vein… to distract enemy units, especially in the back lines to take out or distract Thors, Tanks, cause HTs to waste storms on them. It also incapacitates buildings, so use on enemy towers, or detectors to enable your Cloaked Banshees, or ally’s cloaked/burrowed stuff to attack with impunity.

Use your hero CD’s liberally!
Apocalisk can REALLY tank! It also has limited AA capabilities which is enough to take down the first wave of Shuttles on Void Launch, or smaller forces of air. Otherwise, they’re only good for cannon fodder to slow down air waves. If going against heavy hitters like Reavers and Immortals, DEFINITELY use its burrow charge attack. It stuns them, keeps them from taking heavy damage as they close in on its foes. Else, it goes down HARD and fast.
Aleksander is great for base assaults. If you MC spellcasters, see if you can also get bonus damage/effects out of their spells like Yamato, Def. Matrix, Storm, or healing. MC an air detector to have your own, on the spot! If you can, try to position it so it’ll crash for that extra damage.

These can uproot if I recall correctly. Definitely good tip for quicker detection for anyone doing mutations.

They can. I left out the context of that statement was for convenience’s sake. It’s cumbersome to move them around, so if they need to stay there, then that’s their ideal use!

On larger maps if you’re concentrating on zombies it’s worth it to build a third CC just for the faster creep spread.

Pro tip: Whenever playing with Stukov as your ally, begin every game by typing “Are you prepared to go all the way with this, Alexei?”

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Especially if the mutator is Polarity.

Not really, you can use overlords to provide creep highways, also the third CC only really makes a difference if you root it in spaces where there aren’t creep, so you might as well micro a few overlords to poop creep, rather than micro the CC and waste 400 minerals.

Creep really isn’t an issue, even on Mal. Could be get a small rate buff? Sure, but not necessary at all, doesn’t hurt the player’s progress.

No matter what build you go for, macro is just too important. You can really see the difference at 5-8min of someone who knows versus someone who has nothing but ICC infested.

To be fair in the long run that 400 minerals isn’t much of a loss, and it’s an easy way to get 50% more creep spread. Overlord highways are probably better though, yeah.

Moving the ICC and any Barracks/Bunkers closer in large maps probably makes a bigger difference than either though.

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You can try the swarm strategy. Expand as quickly as possible, don’t take your natural gases, upgrade your main hut as soon as possible, infantry only (upgrades and units) and mass bunkers. It’s a pretty fun style imo.

There are no pros at co-op. Alot of useful things were already said in tread, I can only add one thing - always use tanks. They are smacking ground troops and has decent antiarmor damage vs mission objectives due to spines. 3 or more of tanks never hurt, they are really strong at halting waves of enemies without any losses. On top of that, deep tunnel helps them make a difference in many corners of the map if placed and timed properly.

Practically it doesn’t really give that much, and the only map you might really need it is malwarfare, but after the last patch you can just create a creep highway, otherwise in all other maps your calldowns are plenty to push into areas without creep early on.
It’s generally not worth the minerals or effort to get an extra CC. And at the point you would build that CC for it to actually matter, which is fairly early, 400 minerals isn’t a small investment.